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The Atotonilco! And there are ten xeno-archeological sites on the planet Bugeyes that we can dig up and investigate.

Unfortunately, the Atotonilco were only TL-2 (early interstellar travel) so we aren't likely to learn much of practical use... we are currently around TL-3.

Let's sent an expedition to dig up the ruins anyway! We'll start by bringing the scientist boys home and replacing them with lots of guns.

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A set of STO and a brigade of Space Marines.
Why are we fortifying the ruins?
 
Even with pirate squadrons then I still think we should have actual fleet squadrons in some systems, as we expand.
Major population centers, agreed. In places where they can be maintained and overhauled (which means: pops, facilities and minerals, all required).

Logistics is a HUGE element in this game. Absolutely huge.
 
Why are we fortifying the ruins?
Temporary.

Investigating ruins takes several steps.

(1) A Scout-ship (under Happycat?) first finds the ruins during orbital prospecting for minerals. They get marked on the map, but as TL-?? (tech level unknown).

(2) Then some Xeno-scientists are sent to examine the ruins. This takes a few months (or more) and when they succeed you learn which extinct race the ruins belonged to, what their tech level was (the higher, the better), and how many archeological sites are available. That's where we are now.

(3) Then you send some Engineers (and we have some already built) to dig up the archeological sites. This is where you can run into problems, because the contents of the individual archeological sites are pretty random and one of the possibilities is a stack of killer robots. Who will tear your Engineers to bits. So I usually send in the troops at this point, dig in and secure the site, and only THEN send in the Engineers to dig up the ruins.
 
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I am now overhauling a ship at the Luhman 16 DSP, to find out if that uses up any of the stockpiled minerals there.

EDIT:

No minerals required. Excellent.

I am now designing a supply ship (to carry and distribute maintenance spares).
 
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Then some Xeno-scientists are sent to examine the ruins. This takes a few months (or more) and when they succeed you learn which extinct race the ruins belonged to, what their tech level was (the higher, the better), and how many archeological sites are available. That's where we are now.
Why would the race nexdaaeily be extinct?

I am now overhauling a ship at the Luhman 16 DSP, to find out if that uses up any of the stockpiled minerals there.

EDIT:

No minerals required. Excellent.

I am now designing a supply ship (to carry and distribute maintenance spares).
So you got the overhaul for free?
 
Why would the race nexdaaeily be extinct? - I believe that the in-game back-story is that over millions of years, there were wave after wave of civilizations in this part of the galaxy... rising, expanding, stagnating, decaying, and eventually being wiped out or marginalized by the next wave of conquerers. The living Precursors (the masters of the precursor robots that we sometimes encounter) were one of the most recent.

So you got the overhaul for free? - I assume that overhauls on planets would also be free, then. I was just checking to see if we met all the requirements to overhaul ships.
 
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The first of many Pirate Chasers comes off the ways.

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OK... it took two days and six hours for the above Pirate Chaser to load missiles at Earth, move to the Sol => Luhman 16 jump point, jump into the Luhman 16 system, travel across the Luhman 16 star system to the refinery circling the A-1 gas giant, fill up its gas tank at the refinery, and then travel back across the star system to dock at the DSP.

More than 8,200 kps.
 
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Current shipyards (all at Earth):

sb-351.jpg
 
We now have a six-ship Squadron based on Claymore (the inhabited moon of a gas giant) in the Luhman 16 system, supported by ground-based maintenance facilities run by the Pops. We are slowly building up a force of Pirate Chasers based at the DSP that we placed in the middle of the trade route to Sol.

"Slowly building up a force" in this case means one ship already deployed and three more building.

We have sent the balance of the Fleet back to Earth for overhaul.

Our next project will be to set up a similar DSP + trade route protection force in Alpha Centauri, and then another one in Luyten's Star.
 
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We now have a six-ship Squadron based on Claymore (the inhabited moon of a gas giant) in the Luhman 16 system, supported by ground-based maintenance facilities run by the Pops. We are slowly building up a force of Pirate Chasers based at the DSP that we placed in the middle of the trade route to Sol.
Wasn't it 7 ships per anti piracy squadron?

Also, will we have both a squadron at a DSP in each valuable system as well as one on each colony? Why not just have one on each colony, or would they be too close then?
 
Wasn't it 7 ships per anti piracy squadron? - It varies. How much Pop is available? How many maintenance facilities have arrived? What's the largest ship we will have to overhaul here, instead of sending it home for overhaul? How far are we from a supporting force (in hours)? How much civilian traffic is there? How long are the trade routes that need to be covered? A cookie-cutter approach where every squadron is identical is probably not the best idea.

Also, will we have both a squadron at a DSP in each valuable system as well as one on each colony? Why not just have one on each colony, or would they be too close then? - Our fleet moves at 3,000 kps. Our Pirate Chasers are nearly three times as fast. They are REACTION forces. They are very cheap. SEVEN of them are cheaper than one capital ship (AWACS or Carrier).
In other news, we have built our first two Salvager class Wreckers, and we are sending them out to pull those two knocked-out Jerxmobiles to bits, and bring the bits back to Earth.
 
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Interesting. The Jerkmobile is equipped with a decoy launcher, to reduce the effectiveness of incoming missiles.



Our 86th Grinder is being deployed now. That's the equivalent of 1800-odd mines, in total.
 
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With the construction of STO, Pirate Chasers and Orbital Stations, plus an increase in our number of Research Labs (to 86) and the loss of a dozen civvies in that last slaver raid, our income has taken a hit and we were losing about -190 Schmuckers a day... nearly 1,000 per five-day construction cycle.

Building more Financial Centers now.
 
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Our efforts to dismantle and analyze the Jerkmobile wrecks have paid off. In addition to a few intact components (3x Decoy Launcher) we also found evidence that the Jerx are using a Fire Control Jammer to make it harder for us to lock our weapons on target.

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This info will make it easier for us to develop the same tech ourselves, and to eventually come up with some counter-measures.
 
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(3) Then you send some Engineers (and we have some already built) to dig up the archeological sites. This is where you can run into problems, because the contents of the individual archeological sites are pretty random and one of the possibilities is a stack of killer robots. Who will tear your Engineers to bits. So I usually send in the troops at this point, dig in and secure the site, and only THEN send in the Engineers to dig up the ruins.
If those Engineers have officers can I be that officer? Otherwise can I be the officer of the protecting troops?
 
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View attachment 1080735

The next planet out from the sun is interesting... the Colony Cost is N/A instead of ZERO because the Gravity is 0.05g too high. Only that.

Worth breeding a race of slightly high-g Humans?
As an enjoyer of Phil Foglios stories about Buck Godot, I can only say that it's the normal human way to create Hoffmanites (heavy-G human offshoot), and either make them so their lowest acceptable gravity is 2.0 (for future efficiency) or somewhat lower (for possible overlap situations with normal humans)
 
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Interesting. The Jerkmobile is equipped with a decoy launcher, to reduce the effectiveness of incoming missiles.



Our 86th Grinder is being deployed now. That's the equivalent of 1800-odd mines, in total.
Will the decoys be a problem for out anti piracy chasers?

As an enjoyer of Phil Foglios stories about Buck Godot, I can only say that it's the normal human way to create Hoffmanites (heavy-G human offshoot), and either make them so their lowest acceptable gravity is 2.0 (for future efficiency) or somewhat lower (for possible overlap situations with normal humans)
No. We're not gonna split humanity into two races. That'll just cause havoc. We can use automines, orbital grinders, etc. on planets which can't support humanity. We're not in a rut of places to settle, after all.
 
If those Engineers have officers can I be that officer? Otherwise can I be the officer of the protecting troops?
sb-354.jpg


Will the decoys be a problem for out anti piracy chasers? - It will be harder to land a hit on them, yes. On the other hand, the more tonnage devoted to being sneaky, the less tonnage is available for engine, guns and armor.

No. We're not gonna split humanity into two races. That'll just cause havoc. We can use automines, orbital grinders, etc. on planets which can't support humanity. We're not in a rut of places to settle, after all. - Plenty of available colony sites, true.

In other news, our fourth Pirate Chaser has joined the Luhman 16 TRP (Trade Route Protection) Flotilla.
 
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So far, we have built an impressive number of Space Stations.

86 Grinder class Orbital Mining Platforms (each with 21 mines).
144 Refinery class Orbital Fuel Refineries.
67 Gaia class Orbital Terraforming Platforms (four of which were destroyed).
8 Sentry class Orbital AWACS.
8 Sauron class Orbital Beam Weapon Stations.
8 Airfield class Orbital Fighter Bases.
19 Gadget class Orbital Maintenance Bases.

That's 340 Space Stations.
 
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With the Luhman 16 defenses starting to come together properly, we can now devote some effort to Trade Route Protection in the Alpha Centauri system. Luyten's Star will be next after that... then either Tau Ceti or AX Microscopii.



First, we'll designate a Deep Space Population location, on the trade route between Sol and Alpha Centauri.

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... and we'll start towing some modules out there to assemble them into a Deep Space Habitat plus Military Base.