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> If a wreck with eggs in it is harvested, will the eggs then spread to whereever the harvested materials are taken? - Don't know. That would be a very "Aliens" way to handle it.
I guess it would depend on whether Steve is a big fan of Aliens, then.
Albeit, having the swarm in teh first place, suggests he might be.

> If FC isn't increased, can that +25% then actually be use... Oh, that +25% can't be used to extend range, but rather will increase damage, right? - It isn't much use to you unless your FC tech is ahead of your Laser tech.
Wouldn't it still give you more damage at range bands, due to higher extreme range, though?

> Ah. Perhaps we should dismantle them, then, to avoid the swarm laying eggs in them? - Don't know if they can, since they are "missiles" and not "ships" or "stations".
Perhaps they can be shot to pieces, then?

> Ah. But the guided ones only have a 1 damage warhead? - All missiles are guided in the sense that they self-destruct if the ship's Fire Control that launched them goes out of contact (destroyed, or out of range). You can add different types of on-board guidance to missiles... one type just improves the to-Hit (by quite a bit) while still leaving the missile dependant on external control. Another type provides terminal guidance even if the launching ship goes out of contact. Other types allow the missile to actively seek Infra-Red or EM targets... like a Heat-Seeking missile or an Anti-RADAR missile. Still another type allows the missile to retarget on other enemy ships in the same fleet if the target is destroyed before the missile arrives. Naturally, every new toy uses up mass and volume.
Oh. That seems very useful for various enemies.

What I meant, though, was whether the 1 HP missiles we fired when waiting for the two stage to replenish, if those carried nukes too.
Albeit, think you answered previously that all our missiles are nuclear, so they would have, then.
 
> Anything we can salvage? - Nothing. We basically blasted the planet right down to bedrock. Exposed a nice mineral deposit, though. 11 million tons at 100%.
Ah. So without the blasting we might not have known tehre were those minerals? Or would the deposit have been visible with geo survey anyway? - Probably there anyway. I just mentioned it for role-play. Blow big holes in their planet? New mining sites!

> Is 872 BP cheap? And does it require maintenance? - All ground units require maintenance. Not a lot, though. A new shipyard costs 1200 BP.
Ah. 872 BP sounds like a lot, then. - Quite a bit, yes.

> Aren't orbital grinders in orbit, though? Or is this a case of the planet being too big for grinders, and mines can't be placed there as it has no surface? - Grinders are limited to small bodies. Most moons are already too big, let alone planets.
And it's not possible to have normal mines or automines be in orbit around a planet with no surface? - No.

> Ah, so if you just stay far enouhg away, meson enemies can't harm you? - If mesons are all they have, yes. But typical Meson-armed enemier are fast, too.
Just need ot be faster, then. Or is the swarm like 50k km/s fast? - They're between 10,000 kps and 15,000 kps as I recall.

> What other stuff is it needed for? - Ship's jump drives, for one.
Ah, to build them, or does it burn raw sorium when it jumps? - Just to manufacture them. Not to operate them.

> Ah. When do we need to have a second Naval HQ and hence need a new sector? - Not sure. We could just enlarge the Earth HW, in order to spread the radius.
Wont' there be a limit, though, after which we can't keep extending the radius?
Also, is teh radius by number of jump points, or radial distance in light years? - I'd have to check. The Aurora Forum has most of these answers.

> So basically we stroke luck and can get fuel from Jupiter essentially all game? - A large part of the game. Pretty average luck, though. Four gas giants in the outer system, one had Sorium.
So normally you can expect one to have as much sorium as Jupiter had this game? - Yes.

> So basically for PD we get the base range, without the x4 modifier we get for non PD? - We can choose the range settings for designing our ship's fire controls. On-mount STO Fire Controls are handled differently. For our ships, we can design a new FC with Range anywhere from x1 to x4, and Tracking Speed anywhere from x1 to x4. The more bells and whistles, the more massive the fire control. I tend to use( x2 Range, x4 Tracking Speed) for PD fire controls, and (x4 Range, x2 Tracking Speed) for anti-ship fire controls.
Ah. With tech, can we then get more than x4? - No.

> Ah, so a DSP can't orbit a comet? - Correct. I just built a base on (or in) the comet itself.
So no comet can be too small for a base? - Correct.

> For some reason I actually thoguht you were in your 70s already. Might be confusing you with RELee. - 68 this September.
Definitely must be confusing you with RELee or somebody else, as no way you were in uni in the early 70s then.

> Lik, have we had any problems needing repression? - Unrest reduces output. Colonies are often established for mines. We haven't had problems, but I've guarded everything all along, and that reduces unrest.
Ah. With enoug unrset, could you then see an outright rebellion ala the one in Total Recall? - Don't think so, but the usefulness of the planet will be zero (no money, no minerals, etc).

> Is it a randomly generated one, or a preexisting one? - A pre-existing one. So it's limited by my pool of on-hand leaders, plus new Naval College graduates.
Ah. Can the rate by which new peoepl graduate be sped up, or is it just tough luck if we find ourselves lacking commanders? - More Naval Academies.

> Ah. Are medals awarded manually only, or does the game award some automatically too? - Manually, but you can set a type of medal to be automatically awarded to everyone who fulfils the conditions. Just a little bit of automation.
Ah. Do we do that automatic rewarding of medals? Or do we only hand them out manually? - Only manually so far.

> Because otherwise then planet 2 never would get close to the Achenar. - The planet is moved along in its orbit once every five-day build cycle. It is moved a distance equivalent to five days orbital travel. BUT if its orbit isn't an even multiple of five days, (eg: 251 days instead of 250) then its positions on orbit 2 will not overlap with the positions on orbit 1. And the positions on orbit 3 will again be entirely different. The Achernar might have been within PD range of the planet on a previous orbit.
Oh. Ohhh. So basically a result of the granulatity of the increments, not due to some physical effects making the orbit rotate around. - Exactly. It's a granularity issue. The game is full of them.
 
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100 Xenophobia might well be a level where the population won't ever talk to each others for fear that "someone might be listening"
Lol. That society wouldn't even be able to function, then.

So a typical Brigade will be four Battalions each just under 5,000 tons (as before), plus a rather small HQ unit and some support units (ART, AA, TD etc) bringing the total up to somewhat under 5,000 tons so that there is room left in the troop transport ship for a Divisional HQ. I will also want to design a Supply unit of the same mass as a Divisional HQ, to even out the loading of the Troop Transports.
Does that mean taht we'll have all teh STO separate from ground forces, as was suggested?

Optionally, a fifth Troop Ship will carry STO and any Divisional-level support assets that I want to attach.
What kind of divisional support assets might we have?

One target-size smaller = harder to spot and hit.
Am I wrong, or didn't its thermal signature get cut by a factor of 90%?

View attachment 1137359

A lifetime supply of Vendarite. We'll see what else the system holds. Eight planets, 53 moons, 179 asteroids and ten comets.
Will that actually last us the rest of the game?
How much vendarite do we use atm, and what is it needed for?

The date on your image is july 20 2010, the join date on his forum header is july 19 2010
Lol. I actually had lurked the fora for years before I made a user account. Think I started reading them regularly in 08. At least did it by 09. Like, I remember the HTTT poll, for instance, and pretty sure that was before my join date, as pretty sure I couldn't vote in it at teh tim due to having no account.

He's been around for years but every now and then he disappears for a while. That's probably why.
I've had periods where I've only kept up with few threads, as I've not had too much time, but I've never fully disappeared for a while deliberately.
And certainly never just left in the middle of a thread I wanted to follow deliberately.

The 9 years is just the 10% decay thing, until it reaches 1000. I'm explicitly not calculating what happens after that.
I meant for teh last 1000. That should take 5 years with 1000 decontaminators.
After first year you lose 200 from 20% and 100 from 100, so 700 -> 460 -> 268 -> 114 -> 0

Less than two months until the Gate opens and we can bring (what's left of) the boys home!

I taught chess for many years. I was a mentor at the Canadian Army's Combined Arms Tactics School for a couple of years. Mentoring civilian contractors, not uniformed personel. I also worked as computer systems analyst at the same installation.

They let me play with the toys!

View attachment 1137742
Nice!
Must have been really fun to be allowed to play around with that.

Note though that they also build a few ridiculously huge battleships which ended up doing very little in a practical sense, except be a huge waste of resources.
True. That was more down to Hitler wanting massive armamanets, though, afaik. Like, same reason those ridiculous railway guns were made.

Note that troop transport bays and the associated shuttle bays are in fact civilian. Which is why I wondered if the civvies would ever build them if you made a design utilizing them available.
What would be the advantage of civilian troop transports?
 
> And it's not possible to have normal mines or automines be in orbit around a planet with no surface? - No.
So basicalyl gas giants are unminable for anything, but sorium?
Can late tech allow you to eventually mine them with grinders?

> Just need ot be faster, then. Or is the swarm like 50k km/s fast? - They're between 10,000 kps and 15,000 kps as I recall.
Not too bad.
We should be able to outrun them, then.

> Ah. Do we do that automatic rewarding of medals? Or do we only hand them out manually? - Only manually so far.
Ah. What are we handing out medals for?
 
Also, I'm now at the top of the thread for the first time in a bit over a month.


Many, many thanks espeically Emu for putting up with my questions as I caught up from page 86.
Really appreciate it.

And really appreciate teh updates you give. Was a blast reading a month worth of updates and battles.
 
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> If a wreck with eggs in it is harvested, will the eggs then spread to whereever the harvested materials are taken? - Don't know. That would be a very "Aliens" way to handle it.
I guess it would depend on whether Steve is a big fan of Aliens, then.
Albeit, having the swarm in teh first place, suggests he might be.

> If FC isn't increased, can that +25% then actually be use... Oh, that +25% can't be used to extend range, but rather will increase damage, right? - It isn't much use to you unless your FC tech is ahead of your Laser tech.
Wouldn't it still give you more damage at range bands, due to higher extreme range, though? - That was what I expected, too... but against the Jerx our Spinal Mounts firing at extreme range were only one point of damage. Should have been more if my expectations and yours were correct.

> Ah. Perhaps we should dismantle them, then, to avoid the swarm laying eggs in them? - Don't know if they can, since they are "missiles" and not "ships" or "stations".
Perhaps they can be shot to pieces, then? - They are considered "Salvos" and can just be deleted, yes.

> Ah. But the guided ones only have a 1 damage warhead? - All missiles are guided in the sense that they self-destruct if the ship's Fire Control that launched them goes out of contact (destroyed, or out of range). You can add different types of on-board guidance to missiles... one type just improves the to-Hit (by quite a bit) while still leaving the missile dependant on external control. Another type provides terminal guidance even if the launching ship goes out of contact. Other types allow the missile to actively seek Infra-Red or EM targets... like a Heat-Seeking missile or an Anti-RADAR missile. Still another type allows the missile to retarget on other enemy ships in the same fleet if the target is destroyed before the missile arrives. Naturally, every new toy uses up mass and volume.
Oh. That seems very useful for various enemies. - It's a really flexible design system, yes. But you would usually pick one task or role (Planetary Bombardment for instance, or killing enemy Fighters) and only include the functions needed for that role. As usual, getting too fancy has a cost in weight and size.

What I meant, though, was whether the 1 HP missiles we fired when waiting for the two stage to replenish, if those carried nukes too.
Albeit, think you answered previously that all our missiles are nuclear, so they would have, then. - Yup.
 
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> And it's not possible to have normal mines or automines be in orbit around a planet with no surface? - No.
So basicalyl gas giants are unminable for anything, but sorium? - Exactly. So when prospecting for minerals, gas giants never get anything but (occasionally) Sorium.
Can late tech allow you to eventually mine them with grinders? - No.

> Just need ot be faster, then. Or is the swarm like 50k km/s fast? - They're between 10,000 kps and 15,000 kps as I recall.
Not too bad.
We should be able to outrun them, then. - Our Fighters can. Swarmlings are also small targets. 600 to 800 tons. Motherships are HUGE.

> Ah. Do we do that automatic rewarding of medals? Or do we only hand them out manually? - Only manually so far.
Ah. What are we handing out medals for? - Getting shot at, mostly. I try to keep medals rare, so that they mean something.
 
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Also, I'm now at the top of the thread for the first time in a bit over a month.


Many, many thanks espeically Emu for putting up with my questions as I caught up from page 86.
Really appreciate it.

And really appreciate teh updates you give. Was a blast reading a month worth of updates and battles.
Glad you had fun. I would probably stop at some point, if I didn't have people following along and enjoying it.
 
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> So basicalyl gas giants are unminable for anything, but sorium? - Exactly. So when prospecting for minerals, gas giants never get anything but (occasionally) Sorium.
Ah. Why did Xi-Bootis A then have other elements than sorium?
Or did I misunderstand and it wasn't actually a gas giant?

> We should be able to outrun them, then. - Our Fighters can. Swarmlings are also small targets. 600 to 800 tons. Motherships are HUGE.
Was it the mothership or the swarmlings moving at 10-15k km/s?

Glad you had fun. I would probably stop at some point, if I didn't have people following along and enjoying it.
I know.
Just wanted to make taht post, as I am aware that I've asked a lot of questions the past 48 hours while I caught up.
But yeah, this thread was something I was looking forward ot getting back into.
 
Lol. I had expected to be like 200 pages behind in UK Politics.
Just opened it for the first time in over a month and I'm only 30 pages behind.
I.e. this thread has moved almost 50 pages in teh time UK politics has taken to mve 30. Wild. Usually UK politics moves as one of the fastest ones, aside from the Ukraine war one.
 
Does that mean taht we'll have all teh STO separate from ground forces, as was suggested? - As I understand it, there are two opposing tendencies. Adding more stuff to your HQ or STO formation is bad because it makes them bigger, which makes them more conspicuous and more likely to get selected as a target. Since enemy missiles always expend ALL of their damage after hitting a formation, even going on to kill other units in the same formation if there is damage left over after killing the target unit, adding more units to a formation also can increase your losses somewhat. On the other hand, Laser hits never affect more than one unit within a formation... so adding some cheap Riflemen might draw some Laser fire away from your HQ or Forward Observer.

What kind of divisional support assets might we have? - Heavy artillery. STO. Heavy AA. Maybe Assault Guns.

Am I wrong, or didn't its thermal signature get cut by a factor of 90%? - I shelled out the extra bucks for Thermal Suppression.

Will that actually last us the rest of the game? - Probably not.
How much vendarite do we use atm, and what is it needed for? - Not much. It's used for building Fighter Factories and for a few ship or station components.
 
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> So basicalyl gas giants are unminable for anything, but sorium? - Exactly. So when prospecting for minerals, gas giants never get anything but (occasionally) Sorium.
Ah. Why did Xi-Bootis A then have other elements than sorium?
Or did I misunderstand and it wasn't actually a gas giant? - The gas giant Xi Bootis A-I has no minerals at all, and no moons. There is however a companion star Xi Bootis B, a red dwarf star, and it has a mineralized inner planet Xi Bootis B-I.

> We should be able to outrun them, then. - Our Fighters can. Swarmlings are also small targets. 600 to 800 tons. Motherships are HUGE.
Was it the mothership or the swarmlings moving at 10-15k km/s? - Swarmlings. Motherships are slow but HUGE and have crazy shield strengths. Like... hundreds. Or thousands.
 
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I think it would be more fun to actually encounter the swarm than just describe them. Just sayin'.

Also, let's not forget there is a system full of precursors to explore. Looking forward to that one...
 
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I think it would be more fun to actually encounter the swarm than just describe them. Just sayin'.

Also, let's not forget there is a system full of precursors to explore. Looking forward to that one...
Yeah... I'm slowing down expansion while we impliment the new techs that we've learned.

New Lasers and new Beam Fire Controls. New engines for Fighters. New missiles.

New engines for commercial ships (Freighters, Troop Transports, Colony Ships, Tugs, Gate constructors (that one is done), Tankers)...

We should really update our Ground Forces, too. Our troops are from 1957! Some of the STO is from 1978.

How fast are the sabres again? Can you outrun the swarmlings yet?
No. Not unless the swarmlings are slower than I remember.
 
One more month until the Gate opens.
 
Our current Freighter, the Mule III



Mule III class Freighter 35,567 tons 116 Crew 633.3 BP TCS 711 TH 1,200 EM 0
1686 km/s Armour 1-96 Shields 0-0 HTK 36 Sensors 8/11/0/0 DCR 1-0 PPV 0
MSP 11 Max Repair 100 MSP
Cargo 25,000 Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 24 months

1985 CIV Magneto-plasma Drive EP400.0 HS 50 (3) Power 1200 Fuel Use 4.74% Signature 400 Explosion 5%
Fuel Capacity 1,000,000 Litres Range 106.6 billion km (732 days at full power)

CIV Search Sensor AS39-R100 1976 (1) GPS 2100 Range 39.8m km Resolution 100
EM Sensor EM1.0-11.0 1976 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



And our new Freighter, the Mule IV



Mule IV class Freighter 34,998 tons 118 Crew 1,425 BP TCS 700 TH 300 EM 0
2678 km/s Armour 1-95 Shields 0-0 HTK 28 Sensors 11/18/0/0 DCR 1-0 PPV 0
MSP 25 Max Repair 1054.6875 MSP
Cargo 25,000 Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 16 months

2009 CIV Inertial Fusion Drive EP1875.0 C-150 P-50 (1) Power 1875 Fuel Use 1.83% Signature 300.00 Explosion 5%
Fuel Capacity 500,000 Litres Range 140.8 billion km (608 days at full power)

1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
1992 CIV PD Sensor AS11-R1 (1) GPS 28 Range 11.2m km MCR 1m km Resolution 1
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



A thousand kps faster (+40%). Slightly more compact. Longer cruising range (+35%).
 
Our Fast Freighter, the Walrus, is much the same.

Current model:



Walrus class Freighter 59,263 tons 335 Crew 1,572.4 BP TCS 1,185 TH 4,800 EM 0
4049 km/s Armour 1-135 Shields 0-0 HTK 100 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 16 Max Repair 100 MSP
Cargo 25,000 Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months

1985 CIV Magneto-plasma Drive EP400.0 HS 50 (12) Power 4800 Fuel Use 4.74% Signature 400 Explosion 5%
Fuel Capacity 2,000,000 Litres Range 128 billion km (366 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



New model, with improved engines:



Walrus II class Freighter 58,143 tons 335 Crew 4,579.4 BP TCS 1,163 TH 1,200 EM 0
6449 km/s Armour 1-133 Shields 0-0 HTK 63 Sensors 0/0/0/0 DCR 1-0 PPV 0
MSP 49 Max Repair 1054.6875 MSP
Cargo 25,000 Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 3 months

2009 CIV Inertial Fusion Drive EP1875.0 C-150 P-50 (4) Power 7500 Fuel Use 1.83% Signature 300.00 Explosion 5%
Fuel Capacity 1,000,000 Litres Range 169.5 billion km (304 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Freighter for auto-assignment purposes



More than +50% faster. Longer ranged (+30%). Slightly more compact.
 
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Our existing model of Troop Transports, the Fortress II



Fortress II class Troop Transport 35,805 tons 156 Crew 802.3 BP TCS 716 TH 750 EM 0
1047 km/s Armour 1-96 Shields 0-0 HTK 57 Sensors 6/6/0/0 DCR 1-0 PPV 0
MSP 14 Max Repair 320 MSP
Troop Capacity 25,000 tons Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 24 months

CIV Nuclear Gas-Core Engine HS50 EP250.0 1967 (3) Power 750 Fuel Use 5.53% Signature 250 Explosion 5%
Fuel Capacity 1,000,000 Litres Range 90.8 billion km (1003 days at full power)

CIV Search Sensor AS29-R100 1967 (1) GPS 1600 Range 29.6m 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

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes



The new model, with improved engines.



Fortress III class Troop Transport 35,805 tons 156 Crew 1,884 BP TCS 716 TH 300 EM 0
2618 km/s Armour 3-96 Shields 0-0 HTK 51 Sensors 11/18/0/0 DCR 1-0 PPV 0
MSP 32 Max Repair 1054.6875 MSP
Troop Capacity 25,000 tons Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 16 months

2009 CIV Inertial Fusion Drive EP1875.0 C-150 P-50 (1) Power 1875 Fuel Use 1.83% Signature 300.00 Explosion 5%
Fuel Capacity 450,000 Litres Range 123.9 billion km (547 days at full power)

1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Troop Transport for auto-assignment purposes



Two and a half times faster. Somewhat longer range (+30%).
 
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Our current colony ship is the New Hope class. The original.



New Hope class Colony Ship 19,963 tons 116 Crew 864.6 BP TCS 399 TH 800 EM 0
2003 km/s Armour 1-65 Shields 0-0 HTK 31 Sensors 8/14/0/0 DCR 1-0 PPV 0
MSP 27 Max Repair 400 MSP
Cryogenic Berths 50,000 Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 24 months

1985 CIV Magneto-plasma Drive EP400.0 HS 50 (2) Power 800 Fuel Use 4.74% Signature 400 Explosion 5%
Fuel Capacity 550,000 Litres Range 104.5 billion km (603 days at full power)

1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
1993 EM Sensor EM1.0-14.0 (1) Sensitivity 14 Detect Sig Strength 1000: 29.6m km
Thermal Sensor TH1.0-8.0 1969 (1) Sensitivity 8 Detect Sig Strength 1000: 22.4m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes



Updated to modern tech level:



New Hope II class Colony Ship 22,153 tons 141 Crew 1,729 BP TCS 443 TH 300 EM 0
4231 km/s Armour 1-70 Shields 0-0 HTK 28 Sensors 11/18/0/0 DCR 1-0 PPV 0
MSP 48 Max Repair 1054.6875 MSP
Cryogenic Berths 50,000 Cargo Shuttle Multiplier 6
Lieutenant Commander Control Rating 1 BRG
Intended Deployment Time: 16 months

2009 CIV Inertial Fusion Drive EP1875.0 C-150 P-50 (1) Power 1875 Fuel Use 1.83% Signature 300.00 Explosion 5%
Fuel Capacity 250,000 Litres Range 111.2 billion km (304 days at full power)

1992 CIV Sensor AS51-R100 (1) GPS 2800 Range 51.8m km Resolution 100
CIV EM Sensor EM1.0-18.0 2004 (1) Sensitivity 18 Detect Sig Strength 1000: 33.5m km
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km

This design is classed as a Commercial Vessel for maintenance purposes
This design is classed as a Colony Ship for auto-assignment purposes



Twice as fast. Slightly longer range.
 
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