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How long does the growth keep being faster? - The growth advantage tapers off very gradually. Mars, with nearly 100 million pops, is still somewhat faster growing than Earth.

Can we terraform Venus?
Also, how high is the colony cost for Venus? - 26 for Venus. Mercury is surprisingly OK... only a bit over 3. Mars was about 2.2

Can we colonies gas giants? Like, literally have cities in the clouds. - I wish. that would make it a LOT easier to protect our Orbital Refinery stacks. We'll have to settle for dropping STO on an inner moon of the gas giant.
 
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I think this is just about the smallest Ark it's possible to build.



Halcyon class Orbital Habitat 501,616 tons 40 Crew 272.1 BP TCS 10,032 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 29 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 0 Max Repair 200 MSP
Colonist Berths 200,000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months

Fuel Capacity 50,000 Litres Range N/A

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Space Station for construction purposes
This design is classed as a Colony Ship for auto-assignment purposes



No hull, just a Structural Frame... so it can be built by factory workers instead of shipyard workers (who has a 500,000-ton shipyard?). One Ark module. Holds 200,000 people. Awake, not in cold sleep (suspended animation). So the population of an Ark can be used to operate stuff, and requires nobody in life-support because the Ark station itself supplies life support.

26. Wow.
Is that the highest in the game? - Nope. After a certain point you would need more than 100% of the people working Life Support, so the game just says "N/A" (not applicable) instead of telling you the cost.

Would terraforming Venus just for the lulz be even possible? - Yes. Pretty sure. We would have to begin by REMOVING the current atmosphere, though, and that will take some doing. Perfectly possible, though. Humans are limited to breathing an atmosphere of at least 0.3 atm and no more than 4 atm. So there is a limit to how much greenhouse gas (to warm the place up) or anti-greenhouse gas (to cool the place down) we can add to a planet... we can't go over 4 atm total, including Oxygen and Water Vapor.
 
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Good heavens... I can build one every three days!... if we devote all of Earth factories to the project.

Three freakin' days.

I suggest that we invest three days worth of factory time just building one to investigate.

Find out how hard it is to tow. Will we need a new generation of Tugs?

Find out where we are allowed to put them. Can we drop one directly on top of our refinery? On a jump point? On a Lagrange point?

Will they orbit? Or stay in place?

All these questions can be answered by building a prototype and testing it out.
 
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> Is that the highest in the game? - Nope. After a certain point you would need more than 100% of the people working Life Support, so the game just says "N/A" (not applicable) instead of telling you the cost.
How do you know the cost for Venus, then?

What's the pressure on Venus?
Also, I say we terraform Venus as a fun project. Man always has looked up at both Mars AND Venus. Lets colonise both. The women will go to Mars and the men to Venus, just to mess things up.
 
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> Is that the highest in the game? - Nope. After a certain point you would need more than 100% of the people working Life Support, so the game just says "N/A" (not applicable) instead of telling you the cost.
How do you know the cost for Venus, then? - Venus is still within the span where it tells you the cost. Not sure where that tops out. There's a Terrestrial planet (ie: rocky planet like Earth or Venus, not made out of gas or ice) in AX Microscopii that it refuses to name a cost for, though. Just "N/A".

What's the pressure on Venus? - 93 atm.
Also, I say we terraform Venus as a fun project. Man always has looked up at both Mars AND Venus. Lets colonise both. The women will go to Mars and the men to Venus, just to mess things up. - I'm totally on-side with terraforming Venus at some point.
 
sb-287.jpg


I got Ikea to build it. It came in a HUGE box with "some assembly required" written on the side.

sb-288.jpg


Took three days to finish. Let's try it out!
 
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Test result #1 - Our strongest Tug, towing the smallest Ark station that we can design, can make 287 kps. That's actually reasonably practical, for in-system work.

Test result #2 - The game will not allow me to drop an Ark directly on top of Jupiter, nor can I drop it on top of a Waypoint that I have placed on Jupiter. Pity.

The problem I'm trying to solve is that Jupiter MOVES around the sun, so if we were going to try to use an Ark to bypass the "no colony" rule for gas giants, we would need to put it in close orbit... so it won't get left behind as Jupiter circles the Sun.
 
Located a few of Steve's posts on Deep Space Populations:



Deep Space Populations

v2.0 introduces a new type of system object known as a Deep Space Population (DSP).

A DSP can be created in the same way as a named waypoint, by clicking the ‘Create Deep Space Population’ button on the Miscellaneous tab of the Tactical Map, selecting a location on the map and choosing a name. A new population will be created at that location and it will be displayed on the map as a yellow dot with the associated population name. The DSP will appear in the Economics window like any other population, except for the suffix (DSP)

The DSP will function as a normal population with the following exceptions:
  • There is no associated system body, which means:
    • There is no line on the System View window and no mention in any summary of system bodies.
    • It will not act as a destination for survey orders.
    • There will be no mineral deposits.
    • There will be no surface location to place installations, ground forces, fuel, ordnance or MSP.
    • Due to the lack of a physical location, no ground combat can take place at a DSP, although any ships or stations at the location can be attacked via boarding combat.
  • Minerals can be delivered to the DSP and collected from it, as it assumed these are stored as free-floating resources. They will be displayed as per a normal population.
  • For the purposes of population display, the DSP has a colony cost of ‘Not Habitable’ and there are no physical characteristics such as gravity, atmosphere, etc.. It cannot be terraformed.
  • Any population for DSP will have to be provided in Ark Modules (see next post)
  • The DSP will act as a location for shore leave, if a sufficient population is available.
  • Maintenance modules at the DSP will provide a maintenance capacity and allow overhauls, although MSP will have to be drawn from supply ships or supply bases at the location.
  • Shipyards can operate at the DSP, as they are orbital, but they will require population based in Ark Modules.
  • Repair Bays can operate without population.
  • Due to the restrictions, the movement orders that can use the DSP as a destination are more limited than for a planetary population. In general, they will be the same orders available for waypoints, plus mineral-related load and unload orders.
  • Orders that have a destination of a fleet in orbit of a DSP will function normally.
  • The default order when double-clicking on a DSP is 'Move To'.
  • Deep Space Populations do not orbit any stars, with one exception (see next bullet). They remain in their original position.
  • When creating a Deep Space Population, if you click on a gas giant or superjovian instead of empty space, the DSP will be created in orbit of the gas giant and will move with the planet. In this case, fleet movement orders will have both the DSP and the gas giant as separate destinations, with one suffixed by (DSP) and the other by (Planet).
  • Deep Space Populations have EM and Thermal signatures with the same rules as normal populations.
  • A governor can be selected as normal, or set for automated assignment.
  • Deleting a DSP on the Economics window will remove it from the Tactical Map.
  • DSP cannot be made independent.
  • Buttons for instantly adding ground units or installations will not be visible, even in SM mode.
  • The Environment tab will be blank
  • DSP will appear on the 'All Bodies' tab of the Tactical Map as the first item(s) on the list. Clicking on them will centre the Tactical Map on the DSP.


Population Changes and Ark Modules

Based on discussion on the forums, I've decided to change the way that colonies distinguish between surface and orbital populations. Currently, orbital habitat modules function as a form of infrastructure. If you add one to a population, it creates extra room for the population to grow into. However, if you remove the habitat, the entire population remains on the planet. This is because the population is associated with the planet, not the habitat.

For v2.0, Orbital Habitat modules are being renamed as Ark Modules. They will be able to transport colonists in the same way as cryogenic modules, although they are far larger because the colonists are not frozen in cryogenic chambers. The Cryogenic Transport category on the Class window has been renamed Colonist Transport and the Ark Module will appear in this category once developed. Ships will have distinct Cryogenic Transport and Colonist Transport capacities, with the latter reflecting the Ark Module capacity. A ship can have both cryogenic and Ark modules, but only the latter will contribute to a colony while the colonists are still on board.

When a ship or station with an Ark Module is in orbit of a colony, any colonists in the Ark Module will be considered as 'orbital population' for that colony. The colonists on the surface will be 'surface population'. The two populations are distinct and growth on the surface will not affect the colonists on board the Ark Modules. In effect, the Ark Modules are acting in a similar way to maintenance modules or terraform modules, in that they are 'lending' their capabilities to the colony. In this case, the colony gains extra population. If the ship or station with the Ark modules leaves orbit, it will take its colonists with it.

This new function also allows huge Ark ships that can transport populations through space and then hold position at temporary DSPs to conduct ship-building, etc., without the need for a suitable habitable world that would be required in the case of cryogenic transport.

Any ship loading or unloading colonists will interact only with the surface population, although the ship with Ark Modules could load colonists that a different ship has just unloaded. Depending on playtest, I may also add load/unload colonist orders that have an Ark ship as a target, although I suspect this would be seldom used in practice. Ark Modules will more likely load colonists once and then retain them indefinitely (with the exception being an orbital colony that builds its own Ark ships).

As the population in Ark modules is awake and functional, there will be some population growth if there is space capacity. This growth will be at an annual rate of 5% x (Space Available / Total Capacity). For example, if an Ark Ship is only carrying 75% of capacity, the annual pop growth will be 1.25%. Available space is likely to be a rare situation, but it could happen after damage and repair, or if an Ark loads a surface population less than its capacity.

Ark Modules have built-in life support and do not need any agricultural/environmental population (as is the case now with orbital habitats). Therefore, the orbital population does not have to be the same species as the surface population and multiple different species can contribute from orbit.

In most cases, colonies will function in a very similar way to now. However, the distinct division between surface and orbital populations does result in some changes:
  • The infrastructure requirement for a colony, and any associated unrest for overcrowding, only considers the surface population.
  • Only the surface population is considered for PPV requirements and any associated unrest.
  • Even though only the surface population generates unrest for the above reasons, any resulting impact on political stability affects the whole colony.
  • If a colony is conquered, the population in the Ark Modules will not be affected, unless the Ark itself surrenders. The Ark will be unassigned from the conquered colony. The same is true for colony transfers
  • Both orbital and surface population generate trade and an orbital-only colony, including a DSP, will produce trade goods.
  • Both pops are considered for EM/Thermal signatures and for the 1m requirement for ancient constructs
  • Standing orders for civilian colony ships will only consider the surface population.
  • Shipping Lines require two surface populations to begin producing ships.
  • Editing the population amount in SM mode only affects the surface population
 
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I'm still thinking about the proper way to guard our stacks of Orbital Refineries on gas giants like Jupiter.

My experiments seem to have shown that you cannot place a Deep Space Population in close orbit around a gas giant. That, or I'm doing it wrong.

One possibility is to base long-range lasers on an inner moon. Metis could cover the Jupiter anchorage, especially if given a couple of Spinal STOs.

Another possibility is to include an armed space station in the stack of refineries, but it would need rotation to overhaul every couple of years.
 
Here's a possible "Guard" space station, to stand guard over our refineries:



Sauron class Orbital Defence Base 14,973 tons 430 Crew 2,806.8 BP TCS 299 TH 0 EM 0
1 km/s Armour 9-54 Shields 0-0 HTK 146 Sensors 8/11/0/0 DCR 8-5 PPV 173.04
Maint Life 4.11 Years MSP 3,437 AFR 224% IFR 3.1% 1YR 326 5YR 4,889 Max Repair 243.8 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 36 months Morale Check Required

Fuel Capacity 50,000 Litres Range N/A

Spinal 25.00cm C4 Ultraviolet Laser 1981 (1) Range 192,000km TS: 5,000 km/s Power 16-4 RM 40,000 km ROF 20
Quad 20cm C4 Ultraviolet Laser Turret 1982 (2x4) Range 192,000km TS: 10000 km/s Power 40-16 RM 40,000 km ROF 15
Quad 10cm C3 Near Ultraviolet PD Laser Turret 1978 (2x4) Range 90,000km TS: 20000 km/s Power 12-12 RM 30,000 km ROF 5
Quad Gauss Cannon R300-100 Turret 1977 (2x12) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
Beam Fire Control R192-TS10000 1978 (3) Max Range: 192,000 km TS: 10,000 km/s ECCM-0 95 90 84 79 74 69 64 58 53 48
Beam PD Fire Control R96-TS20000 1978 (2) Max Range: 96,000 km TS: 20,000 km/s ECCM-0 90 79 69 58 48 38 27 17 6 0
Magnetic Mirror Fusion Reactor R18 PWR-18 (4) Total Power Output 72 Exp 5%

CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes
 
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It REALLY annoys me that we can protect planets, moons, asteroids and comets (and therefore, all mining and terraforming operations) with STO, but not Refineries or Deep Space Populations.

I'm trying a few different approaches to the issue now, and then I'll go with whatever works.

For our Jupiter refinery stack, I've designated the inner moon Metis as a military base. It is just barely within range of the refinery anchorage.

But that won't help with our Luhman 16 refinery stack... that gas giant has no moons.

So I'm retooling a few shipyards for space stations. I had already announced a pause in warship construction.
 
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> How do you know the cost for Venus, then? - Venus is still within the span where it tells you the cost. Not sure where that tops out. There's a Terrestrial planet (ie: rocky planet like Earth or Venus, not made out of gas or ice) in AX Microscopii that it refuses to name a cost for, though. Just "N/A".
Would it still be possible to terraform it, btw? Lie, if you do it long enouhg does it then eventually get a cost?

My experiments seem to have shown that you cannot place a Deep Space Population in close orbit around a gas giant. That, or I'm doing it wrong.
So without a moon around a gas giant it's impossible to protect it with an arc?

One possibility is to base long-range lasers on an inner moon. Metis could cover the Jupiter anchorage, especially if given a couple of Spinal STOs.
Anchorage?

It REALLY annoys me that we can protect planets, moons, asteroids and comets (and therefore, all mining and terraforming operations) with STO, but not Refineries or Deep Space Populations.
It's not possible to equip weapons on an ark in any way?
Would having a military station around it, maintained by the ark, work?
 
Combining two experiments ... :p ... we have parked our experimental Ark above the new military base on Metis, Jupiter's innermost moon.

sb-289.jpg


The Ark contains 200,000 colonists, awake and ready to work.

sb-290.jpg


Note that 20,000 of them need to work in service industries (entertainers, restaurant employees, plumbers, etc) and the other 180,000 are available for whatever task we set... mining, operating maintenance facilities, or whatever. None need to work in life support, because the Ark itself provides that.
 
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> How do you know the cost for Venus, then? - Venus is still within the span where it tells you the cost. Not sure where that tops out. There's a Terrestrial planet (ie: rocky planet like Earth or Venus, not made out of gas or ice) in AX Microscopii that it refuses to name a cost for, though. Just "N/A".
Would it still be possible to terraform it, btw? Lie, if you do it long enouhg does it then eventually get a cost? - I don't know.

So without a moon around a gas giant it's impossible to protect it with an arc? - Apparently. I've designed a space station to stack with our refineries.

Anchorage? - Space is an ocean. In the ocean, you store your ships in an anchorage, and they stay where you put them. In space, you store your ships in an orbit, where they go round and round but basically stay where you put them. Close orbit around a planet (the precise spot where you put terraformers, refineries and space stations) is referred to in my games as an anchorage. Because that's the role that close orbit plays in the game.

It's not possible to equip weapons on an ark in any way? - No. I'm pretty sure, though, that you can give an Ark a Tractor Beam... and then have a Tug drag some sort of Military-grade weapons module out to the same place where the Ark is, and then transfer the weapons module from your tractor beam to theirs. LOL. But the weapons module would be treated (in-game) as a seperate ship, that you were tractored onto. It would need periodic rotation home for overhaul.
Would having a military station around it, maintained by the ark, work? - Possibly. I'm looking at Orbital Maintenance Station designs, too. We could stack them with military stations.
 
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Gadget class Maintenance Base 32,231 tons 280 Crew 790.5 BP TCS 645 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 46 Sensors 8/11/0/0 DCR 1-0 PPV 0
MSP 12,515 Max Repair 100 MSP
Cargo 5,000
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Maintenance Modules: 5 module(s) capable of supporting ships of 10,000 tons

Fuel Capacity 50,000 Litres Range N/A

CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1
CIV Search Sensor AS39-R100 1976 (1) GPS 2100 Range 39.8m km Resolution 100
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km

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



Commercial design. Very important. That means that it can be built in the much larger commercial yards, and that this station needs no maintenance.
 
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April 12th 1984

sb-291.jpg


Retooling for space stations. Shipyard N-04 will also be retooling for Airfield space stations (which carry a squadron of Fighters) as soon as the last Blaze I's are upgraded to Blaze II's (that's the enlarged Spinal Mount upgrade for our Gunships).

EDIT: N-04 is now retooling for Airfield space stations.
 
Once we get a few of THOSE puppies deployed... say, a few years from now... our defensive concerns should mostly involve the frontiers, not the heart-land.



Sentry is an armored orbital space station version of our best sensors... the same ones (or better) as on our AWACS.
Sauron is a heavily armored fortress space station, with a spinal 25cm, two quad 20cm turrets, two quad 10cm PD turrets and two Gauss PD turrets.
Airfield is a Fighter Base holding a squadron of 35 strike-fighters. Plus extra fuel and ammo, of course.
Gadget is a civilian space station which can support 10,000 tons of military stations.

So a stack of one Sentry, one Sauron and one Airfield (plus Fighters) - near 35,000 tons - would require four Gadgets - 40,000 tons - to maintain on-station.
 
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Sending our eighth set of STO to Metis. We'll pull them out again once we have that stack of space stations built, towed out to the Jupiter anchorage and deployed. The space stations are a superior way to guard a stack of refineries.

sb-292.jpg
 
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From Steve's post on Deep Space Populations (so this is Steve’s statement, not blue emu’s):
When creating a Deep Space Population, if you click on a gas giant or superjovian instead of empty space, the DSP will be created in orbit of the gas giant and will move with the planet. In this case, fleet movement orders will have both the DSP and the gas giant as separate destinations, with one suffixed by (DSP) and the other by (Planet).
Apparently it’s not working?
My experiments seem to have shown that you cannot place a Deep Space Population in close orbit around a gas giant. That, or I'm doing it wrong.
Maybe it’s a bug?