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May 16th 1960

Our current organization chart of Task Forces. I've opened every node that has multiple ships (ie: all closed nodes are one ship each).

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Note that the non-player company "SPL Kay Colony Ltd" has launched two Freighters and a Fuel Harvester (at Jupiter, of course).
 
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OK... I've just about run out of patience. The ground troops are piling up on Earth and we still have no way to move them around.

I was reserving the 70,000-ton C-04 shipyard (currently building New Hope class Colony Ships) to retool it for Gate Constructors... which are just about that size... but I've just snapped and decided to FIRST retool it for Fortresses (our class of Troop Transport ships), build a few of them, and THEN retool it for Gates. Even though that's a bit wasteful of minerals, it saves thousands of points of my freakin' PATIENCE.

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October 10th 1960

Three more months to the first Interstellar breakthrough tech : Jump Point Theory.



Our magnetic catapults are in operation!... shooting refined minerals from the mining sites down to Earth orbit, where they are caught by our own Mag Catapults.

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Even though that's a bit wasteful of minerals, it saves thousands of points of my freakin' PATIENCE.
:cool: Game is supposed to be fun, first and foremost! No point minmaxing a thing if it makes you miserable!
 
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November 4th 1960

Our Scientists have finished research on the first +Research tech! From now on, each Laboratory generates 240 research points per year, instead of 200.



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That's our first Interstellar theory tech. Lots more to go, unfortunately. But this one opens up entirely new avenues of research.

Now researching "Base Jump Drive Efficiency 4"... which means that we would need to devote 1/4 of a ship's tonnage to the Jump Drive alone.
 
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March 13th 1961

A new civilian (non-player) company has formed, and it has launched a small colony ship. Presumably, they can service our colony on Mars, while we start new colonies on the moons of Jupiter. Not sure I really want to do that, since there are no TN minerals at all in Jupiter's Galilean satellites. The new colonies would be strictly for trade and population growth.



June 23rd 1961

Our C-04 shipyard has finished retooling and the first Fortress class Troop Transport ship has been laid down. The shipyard has been instructed to expand horizontally (adding an additional slipway, so that it can work on two ships at once) rather than vertically (increased tonnage).
 
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July 8th 1961

Our fourth Grinder OMP is ready, and I'll have it towed out to Halley's Comet by a Tug. The fifth, sixth and seventh are under construction (one nearly done), and the shipyard is continuing to expand horizontally with additional slipways.



January 30th, 1962

Mars has nearly two million people... many of them working in Life Support, struggling against the cruel -68 degree winters. Others work in the Duranium mines, and still await the Geo-Survey team now training on Earth. Still others work in the service sector.



We now have four Naval (Military) and seven Commercial (Civilian) shipyards.

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March 1st 1962

Our current shipyard projects:

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One OFR (Orbital Fuel Refinery), three OMP (Orbital Mining Platforms), a Troop Transport, two Freighters and a Tanker.



April 30th 1962

Our first Gaia class Orbital Terraforming Station has been laid down. When finished, it will be sent to Mars.

Gaia class Terraforming Station 101,229 tons 410 Crew 2,160.7 BP TCS 2,025 TH 0 EM 0
1 km/s No Armour Shields 0-0 HTK 54 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 13 Max Repair 500 MSP
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months
Terraformer: 4 modules producing 0.0013 atm per annum

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 Terraformer for auto-assignment purposes
 
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August 12th 1962

Our first Fortress class Troop Transport ship has been launched, and we'll order it to transfer the Geo Teams to Mars, followed by a Garrison Brigade.

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Let's see if we can find some more TN minerals...
 
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Let's see if we can find some more TN minerals...

August 31st 1962

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An additional ten million tons of Duranium at 100% purity. Nice.

Plus 1.3 million tons of Boronide at 80%, another 600,000 tons of Corundium at 60%, and large but basically worthless deposits of other minerals.
 
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Now, now. With that vendarite deposit, we might be able to pop out an entire extra fighter per year.
 
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Now, now. With that vendarite deposit, we might be able to pop out an entire extra fighter per year.
I would call this a successful ground survey. Raising the Duranium purity from 70% to 100% and also multiplying the size of the deposit by a factor of seven. Even without adding in the new Boronide and Corundium deposits, that's a big boost.

We have begun construction on the first new Research Laboratory since the start of the game. Labs are just outrageously expensive (both to build and to operate) so we'll have to alternate building Labs and building Financial Centers to support them.

Occasionally we'll suspend everything to rush some ship components (such as Jump Drives) to speed up construction of our first interstellar survey ships.
 
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I would call this a successful ground survey. Raising the Duranium purity from 70% to 100% and also multiplying the size of the deposit by a factor of seven. Even without adding in the new Boronide and Corundium deposits, that's a big boost.
Aye, and going from 1 to 11 million Duranium at that accessibility level could feed you for a good-sized chunk of the game. More than that, it's probably the most useful single mineral; unlike Corundium in a missile-heavy game or Vendarite in a heavy-ship game, almost everything you do will need it. I'm just joking about the less notable deposits.
 
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Looks like we're going to strip mine Mars. :D

Something I wanted to say yesterday but decided not to do was I feel like you don't have enough naval shipyards and that ended up being true with the way you were forced to change the tooling to a troop transport. It still feels like four is too little.

Regarding automated mines, is the end goal automated mines only? Seems better to have the population work in the financial sector for more money than in the mines.
 
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Meanwhile, a Naval officer with good skills is assigned as Wagon's replacement, so that we can replace some of the recently retired Naval officers.

View attachment 1075389
With a lack of claimants, I might as well steal this character to get a possible claim to fame once that batch of future trainees are done.
 
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Looks like we're going to strip mine Mars. :D

Something I wanted to say yesterday but decided not to do was I feel like you don't have enough naval shipyards and that ended up being true with the way you were forced to change the tooling to a troop transport. It still feels like four is too little.

Regarding automated mines, is the end goal automated mines only? Seems better to have the population work in the financial sector for more money than in the mines.
Four Military yards is too few, but OK for now. Troop Transports are Civilian, not Military. They are basically low-budget Space-Liners.

Early in the game, the only military ship that gets built in any numbers are Survey ships. And they are usually a fixed size (ie: only one shipyard needed).

With a lack of claimants, I might as well steal this character to get a possible claim to fame once that batch of future trainees are done.
Sure.
 
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We have finished pre-building components for our planned Interstellar Survey Vessels, and have laid down the first two hulls.

The pre-builds have reduced the ship construction time from a year and a half down to only two months.



Scientist class Survey Vessel 4,970 tons 108 Crew 755.5 BP TCS 99 TH 160 EM 0
1609 km/s JR 3-50 Armour 1-25 Shields 0-0 HTK 28 Sensors 6/6/2/2 DCR 2-4 PPV 0
Maint Life 3.30 Years MSP 390 AFR 99% IFR 1.4% 1YR 54 5YR 810 Max Repair 100 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 24 months Morale Check Required

J5000(3-50) Military Jump Drive 1962 Max Ship Size 5000 tons Distance 50k km Squadron Size 3

Nuclear Pulse Engine EP160.00 1963 (1) Power 160.0 Fuel Use 49.50% Signature 160.00 Explosion 10%
Fuel Capacity 1,450,000 Litres Range 106.1 billion km (762 days at full power)

CIV Search Sensor AS20-R100 1955 (1) GPS 1000 Range 20.3m km Resolution 100
CIV EM Sensor EM1.0-6.0 1955 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km
CIV Thermal Sensor TH1.0-6.0 1955 (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
 
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The new colonies would be strictly for trade and population growth.
And why not do that?
More money is good.


Is research solely done on Earth?

and large but basically worthless deposits of other minerals.
Even though acc is low, wouldn't it thenbstill give a constant trickly pr those minerals?
 
And why not do that?
More money is good. - It isn't FREE, Wagonlitz. Everything has a cost. The Life Support Infrastructure that the colonists use must be made in our factories... which uses up TN minerals (and also money) and also ties up the factories for a time, so that they can't be used for other purposes. The population sent there cannot be used to do other jobs, like running financial centers on Earth. Moving the Colonists out to Jupiter's moons uses fuel, which itself costs TN minerals. Everything has a cost.

Is research solely done on Earth? - At the moment, yes. Only LARGE populations can support a scientific establishment.

Even though acc is low, wouldn't it thenbstill give a constant trickly pr those minerals? - A trickle, yes. About 1.4 minerals per mine per year.
 
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