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I believe we can conclude that Imperial Defense has been properly taken care of, at least for the moment, and we can shift the main focus back onto expanding our resource base (mines and refineries) and resuming the exploration of the surrounding star systems.
 
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We are now building our first Xeno-Science units, to go study the Destroyed Outpost that we found in the AX Microscopii system.

This is basically a role-play exercise, since a "Destroyed Outpost" is almost always worthless when it comes to new tech or useful finds.

In the Ad Astra game, we found "Intact Cities", which would seem to be the opposite end of the scale.
 
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The first four Sauron class Orbital Defense Bases have been launched. These puppies are nasty. Nine layers of armor, twenty-five gun barrels of varying calibre - one 25cm Spinal, two quad-barreled 20cm Anti-Ship Laser turrets, two quad-barreled 10cm PD Laser turrets, and two quad-barreled Gauss Cannon PD turrets.



Sauron class Orbital Defence Base 14,866 tons 430 Crew 2,785.3 BP TCS 297 TH 0 EM 0
1 km/s Armour 9-53 Shields 0-0 HTK 150 Sensors 8/11/0/0 DCR 8-5 PPV 173.04
Maint Life 4.17 Years MSP 3,436 AFR 221% IFR 3.1% 1YR 317 5YR 4,748 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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I believe we can conclude that Imperial Defense has been properly taken care of, at least for the moment, and we can shift the main focus back onto expanding our resource base (mines and refineries) and resuming the exploration of the surrounding star systems.
Woo! I can find more aliens that might try to kill us.
 
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I've noticed you're terraforming Genymede, are there good resources there or is it simply going to be a money making planet?
I'm pretty sure there were no resources.

Alpha centauri alone should be able to sustain humanity for a long time.

Is it possible to move shipyards? In that case it might be worth establishing a new colony in alpha centauri on a world without minerals and have that be our new manufacturing and shipyard center.
 
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I've noticed you're terraforming Genymede, are there good resources there or is it simply going to be a money making planet?
The entire Jovian moon system is barren. I'll just be terraforming the Galilean sattelites (Io, Europa, Ganymede and Callisto) for pop growth and money-making purposes. We tax interstellar trade, so the more destinations for ships, the more tax revenue.

As Iche Bins points out, Alpha Centauri alone will keep us going for years... and the AX Microscopii system (adjacent to Luyten's Star) is nearly as rich.
 
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Speaking of taxing the civilian sector... a quarter of our revenue now comes from taxes on civilian shipping (ores, freight and colonists). It used to be about 2%.

sb-298.jpg


Our research alone used to make up a third of our expenses. Now it's down to an eighth. Time to build more research labs?
 
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Yup I would even go a bit further and suggest to go into deficit spending, you'll be back in the green in a few months/years anyway.
We could certainly afford a few years of deficit spending. We've built up a bank balance of over a quarter of a million Schmuckers.
 
The current deployment of our ground units... mostly STO and Garrisons. Units with a (+) in front of them are Brigades (a HQ plus four Battalions).

The Sol System:
sb-300.jpg


Alpha Centauri:
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Minor outposts (although we are starting to build up Luyten's Star):

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The Jerx are back.

sb-302.jpg


They just popped into existence DEEP inside our sensor zone. Only 70 m-km from our refineries. And an equal distance from Claymore, but Claymore could kick their ass. It's the refineries that are exposed. Our Saurons were just built, and haven't been deployed yet.

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Nearly half an hour, and he's still just holding position. Waiting for reinforcements?

Our own reinforcements are already on the way. Three Admiral class AWACS, three Carriers with 105 Fighters, three Ammo tenders, three Spinal mount Gunships, three AMM PD, six Gauss PD... etc.
 
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Interesting... this Jerk is labelled Jerkmobile 001.

That's exactly the same label as the one we killed at Nessus, Jerkmobile 001. I checked the screen-shots.

So these really ARE the Aether Raiders, since this ship has obviously been spawned by a script, not built (constructed ships are given sequential numbers, even if they were constructed on different planets).

He still hasn't moved. Our fleet arrives in four days.
 
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Update:

May 26th 1986

The Jerx ship has suddenly started moving, heading for Claymore at high speed!

sb-305.jpg


Excellent! Claymore is defended! Those refineries are not.

He's gonna shoot up all those civvies on the way in, of course. No big deal. We'll scrounge the wrecks for minerals.

EDIT:

He just changed course, heading more directly for the civvies. Unfortunately this brings him closer to the Refineries.

sb-306.jpg
 
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Jerx shooting up our civvies:

sb-307.jpg


No big deal.

Hopefully he'll Pac-Man his way down the line of civilian ships, as if he was following a trail of bread-crumbs... he moves about eight times as fast as they do... and walk right into range of the big Lasers we've emplaced on Claymore.

EDIT:

Two more of them.

sb-308.jpg
 
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Having destroyed the first civvie ship, the Jerx heads directly toward the next one. This will bring him closer and closer to our Laser turrets.

Meanwhile, the two reinforcing ships appear to be headed to pick up the life-pods. Slavers!
 
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Thirty-six minutes after destroying the first civvie ship, the Jerx open fire on a second one.

sb-309.jpg


sb-310.jpg
 
The Jerx tactics seem peculiar to me.

Instead of charging in and slaughtering the helpless Freighters, the Jerx are hanging back at maximum range and sniping at them. At this extreme range, the Jerx often miss completely and even a hit scores only one point of damage instead of ten (at point blank).

sb-311.jpg


Of course, the Jerx don't know for sure whether or not these civvie ships carry any armament, so by hanging way back and using their superior speed to keep the range open, and by using their superior weapons to occasionally score hits even at more than 225,000 km range, they are playing it absolutely safe... but it gives our fleet more time to arrive.

Still days away, though.
 
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Our fleet is about a third of the way to the Jump Point to the Luhman 16 system (where the Jerx are shooting up our civvies).

sb-312.jpg


That's actually pretty good, because once we jump in we only need to get within Fighter-strike range. A couple of hundred million kilometers.