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You want to build bigger spies?

No... I just don't want to change the name of the shipyard until I know what we will be building there.
 
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Is there a benefit to having one ship yard with several slipways instead of several single slipway yards?

Retooling costs. It's cheaper to retool for multiple slipways at once.



A brand new shipyard (one without a class assigned) may be retooled for free and no time, otherwise this task costs 0.5x of the ship class build cost plus 0.25x ship class build cost per slipway. So if a shipyard with two slipways wanted to start building a class that cost 800 BP, the cost to retool would be 800 x (0.5+0.25+0.25) = 800 BP. If there were four slipways, the cost would be 800 x (0.5+(0.25x4)) = 1200 BP. Mineral use is based on the minerals used in the class.
 
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Also, (1) it requires more of my attention to manage seven different shipyards than one shipyard of seven slips, and (2) shipyards cost construction factory time to build, but they expand under their own power... so seven one-slip shipyards will cost seven times as much construction factory time as a single yard with seven slips.

... but the seven slip yard takes longer to fully mature, of course.

Not sure whether the pop requirements are the same for 7x1 and 1x7.
 
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February 9th, 2031.

Another five-day turn.

Another polite suggestion from the Bork. Diplo +59.7

sc-3194.jpg


The first tranche of our Lizard II class towed drop racks is refitted to the much more efficient Lizard III model. As the slips clear, another five enter refit.
 
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Our new Fortress of Doom now bases nearly 150 Fighters (!), and also has two Beam Weapon modules and two AWACS modules.

It should now be possible to start overhauling those fleet elements that are approaching the limit of their endurance (none are really close, though).
 
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Another polite suggestion from the Bork. Diplo +58.5
Hopefully their relations with us rise as well.

No... I just don't want to change the name of the shipyard until I know what we will be building there.
Youbmanually renamed it whenever you retool?

Also, (1) it requires more of my attention to manage seven different shipyards than one shipyard of seven slips, and (2) shipyards cost construction factory time to build, but they expand under their own power... so seven one-slip shipyards will cost seven times as much construction factory time as a single yard with seven slips.

... but the seven slip yard takes longer to fully mature, of course.

Not sure whether the pop requirements are the same for 7x1 and 1x7.
Is 7bslipways the max?

Our new Fortress of Doom now bases nearly 150 Fighters (!), and also has two Beam Weapon modules and two AWACS modules.

It should now be possible to start overhauling those fleet elements that are approaching the limit of their endurance (none are really close, though).
Is the Fortress to grow bigger still?
 
Hopefully their relations with us rise as well. - We hope.

Youbmanually renamed it whenever you retool? - Exactly.

Is 7bslipways the max? - No, but the more slipways you have the longer each retooling or expansion operation takes. Retooling seven slips takes longer than retooling three.

Is the Fortress to grow bigger still? - Much bigger. Huge. The word "Colossal" might even be appropriate.
 
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February 14th, 2031.

Another polite suggestion from the Bork. Their patience is exemplary. Diplo +61.1

sc-3195.jpg


We now have enough maintenance workshops in Harmony to start overhauling some of our short-endurance ships.

We mobilized for war three months ago, so our Navy has been out of port that long.
 
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Half of the Gunships are now heading for overhaul.



Planet Harmony, completely depopulated and largely wrecked in the initial Modron sneak attack, has been recovering month-by-month.

sc-3196.jpg


The population is still far too low, though... a worker shortage of nearly a million pops.
 
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February 19th, 2031.

The usual polite suggestion from the Bork. Diplo +62.3

4000 research points toward Fire Control Jammer ECM. Three more power plants to dismantle.

sc-3197.jpg
 
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Looks like the civvies are launching more colony ships to help with that population shortage :)

4 power plants so far. We get that reactor tech with about 20 of those.

The repair of Storm 001 - is that the first of that class? Damaged in the initial attack on Harmony I take it?
That crew grade hit is pretty big. Must have been hit hard.
 
But we have no way of knowing if it is running out?

We'll know when they change the nature of our relationship.
Either we become friends, or they start shooting. Hard to tell which it will be.
 
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Just to make this clear: The problem is that we don't know all of the variables.

One of which is their Xenophobia rating. The impact of our Diplomat and the impact of those polite requests to leave on their opinion of us are modified by ratings like that, and therefore we can't know for sure which force is winning. They are probably largely cancelling each other out, which gives us time to resolve this diplomatic problem. But it's very likely to be drifting a little. We just don't know which way.
 
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Half of the Gunships are now heading for overhaul.



Planet Harmony, completely depopulated and largely wrecked in the initial Modron sneak attack, has been recovering month-by-month.

View attachment 1287398

The population is still far too low, though... a worker shortage of nearly a million pops.
The radiation is gone? I don't see it listed for the planet.


The slipway renamings is to easily be able to tell which makes what?
 
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Our orbital maintenance workshops in the anchorage at planet Harmony now reach 600,000 tons capacity.

To put that into scale, the Gunships (composed of twelve Emotions and four Phalanxes) total 370,000 tons.

The maintenance facilities are currently overhauling several Intel vessels and half of the Gunship force (six Emotions, two Phalanxes).

sc-3198.jpg


The New Fortress of Doom is also increasing its maintenance capacity, to allow more Beam Weapon / Missile / Fighter Base modules.

sc-3199.jpg




In total (Gunships, PD force, Carriers, Fighters, Fortress, Intel vessels, etc) we have about 2,000,000 tons of military ships in Harmony.
 
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I'm confident that we're doing this right.

When the Modrons attacked, we had to

1) Survive the "Pearl Harbor" scenario with as much of our fleet as possible, and pull the remains of it back to Lernea.
2) Blockade the Lernea => Harmony jump point to isolate the crisis.
3) Build up a strong counter-attack force at the Lernea => Harmony jump point.
4) Counter-attack, wipe out the invading enemy force and liberate the Harmony star system.
5) Advance to contact, find the new enemy position and determine his strength and composition.
6) Blockade the new jump point and build up a force that can break the enemy jump point blockade.

... and "build up a force" requires that we raise the fleet cap in Harmony.

So orbital maintenance workshops are a war-winning weapon.

We're building them in our construction factories, and assembling them in orbit.

sc-3200.jpg
 
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