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How about if we first send a message with exactly the same strength as the one they just sent us. If they accept, great. If not, it will at least tell us how much damage we are doing to relations by refusing (because THEIR refusal will hit OUR relations).

Then if it fails we can try a max demand with threat.

I'd say go for it.
 
How about if we first send a message with exactly the same strength as the one they just sent us. If they accept, great. If not, it will at least tell us how much damage we are doing to relations by refusing (because THEIR refusal will hit OUR relations).

Then if it fails we can try a max demand with threat.
Sounds good.
 
Sounds like an excellent idea.

As for effective preparations - in lieu of fortresses, parking a group of emotions on our side of the jump point into harmony should already do a lot to shore up our defenses there.
How many emotions do we have?
 
Hopefully, yes.
 
In the event of war, unless the alien jumps through in significant force, our emotions are going to inflict horrific damage while they are still in jump shock?
Why wouldn't they come in all guns blazing, though?
Going in piecemeal would he moronic.
 
Why wouldn't they come in all guns blazing, though?
Going in piecemeal would he moronic.

Because NPR's aren't all that smart ;-)
Plus we can still inflict a lot of damage while they are still jump shocked. Depending on how much we have available. That alone may be enough.

Apart from that, we don't know what they specialised in.
- If they have specialised in missiles then point defenses and attempting to run them out of missiles may work.
- If it's gauss, emotions can get the first few shots in and we may be able to kill them before they close the range.
- If it's longer ranged beam weapons we may be able to kill them with our x-wing missile fighters.

Our fleet is quite generalist and therefore flexible. We have the tools to take on a lot of different stances.
 
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Because NPR's aren't all that smart ;-)
Plus we can still inflict a lot of damage while they are still jump shocked. Depending on how much we have available. That alone may be enough.

Apart from that, we don't know what they specialised in.
- If they have specialised in missiles then point defenses and attempting to run them out of missiles may work.
- If it's gauss, emotions can get the first few shots in and we may be able to kill them before they close the range.
- If it's longer ranged beam weapons we may be able to kill them with our x-wing missile fighters.

Our fleet is quite generalist and therefore flexible. We have the tools to take on a lot of different stances.
NOS never go generalist?
 
This is because the way research works. You only have so many researchers and research points to spend. If your researchers are very good at beams, then it makes sense to spend the lab time and the starting points over there. Sure, you can spread it out, but that means you spend less on that primary weapons research. NPR's tend to neglect some fields so they can push others higher.
 
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This is because the way research works. You only have so many researchers and research points to spend. If your researchers are very good at beams, then it makes sense to spend the lab time and the starting points over there. Sure, you can spread it out, but that means you spend less on that primary weapons research. NPR's tend to neglect some fields so they can push others higher.
Ah. And we sacrifice some specification to gain breadth?
 
Ah. And we sacrifice some specification to gain breadth?

Yes. A little. We have missile designs, lasers, gauss, fighters, stealth, shields, etc. A NPR might have some of these, but not all.

Add to that that NPR's can start stronger than we are and you get a potential tech advantage, but also a NPR that uses a lot of designs in a particular direction. In the case of the modrons their engine tech is great, but we have shields. We have seen a shield signature on one ship design - not sure it was even modrons - but it's nowhere near the shield strength of the emotions 400 point defensive system.

The question here is what they are actually the most advanced in. When we do, we can change our strategy to account for that.
 
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If we even need to adjust our strategy.

If their main advantage is a significant engine tech lead, adopting a defensive posture on a jump point should neutralise that assuming we can defeat anything that jumps in at once.

Alternatively if they aren’t competitive in other tech areas such that we can defeat them in a battle, we can always force a battle by attacking immobile targets.

We know where there home world is, they don’t know ours. This is a huge advantage if we can leverage it.
 
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The problem with using Emotions is the limited endurance.
 
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Could set up resupply facilities as part of the fortress.
Yes, but that takes WEEKS or MONTHS. We may only have DAYS.

I'm already shipping some maintenance workshops to the planet Harmony, assisted by Super-Tugs to get them there faster.
 
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Yes, but that takes WEEKS or MONTHS. We may only have DAYS.

I'm already shipping some maintenance workshops to the planet Harmony, assisted by Super-Tugs to get them there faster.
Workshops.
So the ones producing the maintenance parts?
 
Workshops.
So the ones producing the maintenance parts?
No.

The maintenance planetary installations (which require pops to run) also require minerals. They produce both Naval support points and spare parts.

I'm talking about workshop space stations. They require no pops (aside from the space station's crew) and no minerals. They produce only Naval support points.
 
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While our forces are rushing aid and reinforcements toward Harmony, our defensive minelaying tests will continue.

I will lay a small minefield (perhaps just using the one we successfully placed in BuOrd Test #4), then take an old and weak ship (maybe one of the CIV ships that we captured by boarding combat in the Prixhome star system) and park it in the middle of the minefield. I will then hand the ship over to the Jerx, which will turn that ship hostile.

If the mines do not fire (because they are still stuck half-deployed) I will manually remove the way-point and see if that causes them to attack the enemy ship.

Quite frankly, I expect BOTH of these tests to fail, because these are mk2 mines, without any re-targeting capability. However, we also have a handful of mk4 mines built... enough to test. The mk4 DOES have re-targeting capability.

The mk3? We never ended up building any. My decision to build mine-laying Fighters capable of laying re-targetable mines removed any need to test our mk3.
 
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