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Why does it say that range in the log?

Also, were all those minerals from the survey, or were some of them present already from the orbital survey?

Is it a fully possible to mine it with those temps? Or do we need to terraform it cooler?
It's not a range. It's "has increased from (previous value) to (current value)".

Some minerals were present already.

Auto-mines will work. They cost twice as much Corundium as a normal (or Grinder) mine, though.
 
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Luckily, we don't use iron or steel any more, but rather our magic materials, which can withstand the heat.
Well, that too I'm sure - but it might also be that the infrastructure costs are immense because either everyone lives in floating cities on the edges of space (on the shadow side of the planet, and far above the hot surface), or they live in some subterranean bunker (which got excavated into with nukes or super-lasers, but again dodging the surface temperatures as much as possible).

(If there is no subsurface coolness then the entire planet is just a molten glob and "mining" consists of exciting the material in a way that it exits the planets gravity well)
 
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I am reading that Japanese AAR.
I thoguht you only could start in 1947 and 2025. Can you start in any year you want, or is 1960 just a non mentioned start year?

Does anybody know what a boat bay would be?

JP stabilisers, is that what we call jump gate constructors, or are those two different things?

How can ships be undetectable to long range sensors? Is that down to them being too small to detect?
 
You can start in any year between 0001 and 9999. But the DB can only handle up to the year 9999 so starting there makes for a very short game. Usually, players either pick a Common Era year that fits their background story (for like Cold War, Victorian period or Modern-Day campaigns) or they pick an arbitrary number based on their background story (ie the emperor united all of Earth and declared that to be Year 1). The default start year is 2025. It is a purely cosmetic decision and has no gameplay effect, aside from possibly limiting how many years of gameplay there is available.

Boat Bay is just a smaller hangar, it's easier to research than a Hangar and takes up less space.

Aurora went from Jump Gate Construction that required Jump Gate Components, to Jump Gate Construction that did not require any materials, to Jump Gate Stabilization. Steve does not want JPs to be destructible, so he changed the lore from something artificial to a natural phenomenon that can be "reinforced" to be stable enough to not need jump engines. The original phrasing came directly from Starfire, which was the foundation of Aurora - in fact, before Aurora was Aurora, it was the Starfire Assistant. There's a whole drama story behind all that which is wholly unnecessary to any new player to know, just a bit of grognard history.

Yes, a small ship is undetectable by sensors if their resolution is too high. Sensor design is a compromise between size, resolution and range. If you want a sensor with an extremely low resolution, it will either have a very short range or it will be very large. Tech/research obviously helps with this. But this is why players generally design multiple sensors to place on different ships - RES-1 is for spotting missiles whereas RES-100 will only see big ships, but the RES-1 sensor might only see 5 million km whereas the RES-100 sensor might see 200 million km.
 
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You can start in any year between 0001 and 9999. But the DB can only handle up to the year 9999 so starting there makes for a very short game. Usually, players either pick a Common Era year that fits their background story (for like Cold War, Victorian period or Modern-Day campaigns) or they pick an arbitrary number based on their background story (ie the emperor united all of Earth and declared that to be Year 1). The default start year is 2025. It is a purely cosmetic decision and has no gameplay effect, aside from possibly limiting how many years of gameplay there is available.
How is it determined how much stuff you get from the start?
Like, from what I understaood if you start in 1947 you get less than if you start in 2025. So, like, if you start in the year 1 AD you'll have even less? And if you start int he year 5000 AD you'll already have an empire?
Or how does it determine how many ships, tech, etc. you start with?
Aurora went from Jump Gate Construction that required Jump Gate Components, to Jump Gate Construction that did not require any materials, to Jump Gate Stabilization. Steve does not want JPs to be destructible, so he changed the lore from something artificial to a natural phenomenon that can be "reinforced" to be stable enough to not need jump engines. The original phrasing came directly from Starfire, which was the foundation of Aurora - in fact, before Aurora was Aurora, it was the Starfire Assistant. There's a whole drama story behind all that which is wholly unnecessary to any new player to know, just a bit of grognard history.
Ah. So the reasn we have gate constructors in our game is because it's an older version, from before Steve removed them?

Emu, do we use gate components, or are we ont eh step not requirng any materials?
 
How is it determined how much stuff you get from the start?

On the game setup screen. There you determine starting tech level, population, available buildings etc for your home world.

Like, from what I understaood if you start in 1947 you get less than if you start in 2025. So, like, if you start in the year 1 AD you'll have even less? And if you start int he year 5000 AD you'll already have an empire?

Starting year is purely cosmetic. It has no influence on what you start out with.

Or how does it determine how many ships, tech, etc. you start with?

Game setup again. There you determine how many free build point you start with for shipbuilding purposes.

Ah. So the reasn we have gate constructors in our game is because it's an older version, from before Steve removed them?

Emu, do we use gate components, or are we ont eh step not requirng any materials?

He's referring to versions of the game doing different things. Gate constructors and jump point stabilisers are basically the same thing, just named differently.
 
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Game setup again. There you determine how many free build point you start with for shipbuilding purposes.
Ah. And I take it that the free shipbuilding BPs are used during setup, such that you start with what you selected to have built?
 
Ah. And I take it that the free shipbuilding BPs are used during setup, such that you start with what you selected to have built?
That's one option. You can have the game design and pre build ships for you.
Or you save the BP and the research points and get to spend the points in-game later.
 
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I am reading that Japanese AAR.
I thoguht you only could start in 1947 and 2025. Can you start in any year you want, or is 1960 just a non mentioned start year? - Any year you like.

Does anybody know what a boat bay would be? - A very small Hangar Deck.

JP stabilisers, is that what we call jump gate constructors, or are those two different things? - Same thing.

How can ships be undetectable to long range sensors? Is that down to them being too small to detect? - That will do it. Or Stealth.
 
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Or you save the BP and the research points and get to spend the points in-game later.
How does that work?
You just get stuff instant researched at any poiint of the game you want?
 
How does that work?
You just get stuff instant researched at any poiint of the game you want?
Yes.

You could call it a miraculous breakthrough in research.
 
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Soooo...

Reading Steve's Japanese AAR, it appears that Prix using missiles with Laser Warheads can bypass our Gauss PD defenses entirely.

Fortunately, our Doctrine calls for layered anti-missile defenses, and only one layer of our defenses is being bypassed.

1) In the outer-most layer, enemy vessels are to be destroyed by our missile-armed Fighters before they can get close enough to threaten the Fleet.
2) The second layer is anti-missile-missiles (AMMs), which currently reach out about 3 million km. We could certainly design longer range AMMs.
3) The third layer is Laser PD, which can reach out over 200,000 km but is more accurate at shorter range.
4) The innermost anti-missile layer is Gauss PD, which only reaches out 40,000 km and is therefore useless against missiles equipped with Laser Warheads.

Inboard of that, of course, are Shields (if any) and Armor.

Do we really need to make any changes? Or can our existing doctrine handle the threat of Laser Warheads?
 
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Our ground-based survey improves an ore deposit from worthless (10% Acc) to worthless (20% Acc).

sc-1124.jpg
 
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Do we really need to make any changes? Or can our existing doctrine handle the threat of Laser Warheads?

We don't know what they are using, do we? These designs are randomized apparently. They can have laser warheads, or not..they can have particle lances, or not.

We really need more Intel. Somehow.
 
Brigadier-General GarfunkeL has top skills in Attack and Maneuver, with minor skills in Logistics, Defense and Anti-Air.

sc-1125.jpg


GarfunkeL commands the 1st Tank Brigade, a formation of 266 armored vehicles.
 
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Also, I will point out here that precursors tend to have valuable systems and simultaneously not upgrade anything anymore. So currently, semi specializing a bit to deal with them, specifically, should be fine.

But in order to do so safely we need to know what they are armed with. Which means taking some calculated risks. Maybe send in some drones or decoys to draw their fire.
 
I'm debating whether to send in a small scouting group of stealth ships... say, one each Spy, Agent, Provocateur and Scientist. Just to snoop around.

Those four classes all have stealth field generators.

Should we snoop on the closest and most dangerous one (where we earlier spotted dozens of ships)? or the one that might be weaker?
 
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I think there was already a consensus for the smaller threat. Sounds less risky to go for first
 
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Be vewwy quiet... we'wwe hunting Pwix!
OK... I guess Operation Big Nose is on.

Step 1 : The relevent ships will gather at Earth, do any needed preparations, and form up into a fleet.
- Meanwhile, a Super-Tug can drag a Portal class CIV Jump Tender Station out to the jump point into the enemy-held system. We won't need it yet anyway.

Step 2 : One Spy, one Agent, one Provocateur and one Scientist will all jump in and spread out.
 
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A Scouting Force is assembled, consisting of one of each type of small stealthed ships.

sc-1126.jpg


This force will be carried in a Tender to the adjacent star system (AX Microscopii) and will launch Operation Big Nose into WX Ursae Majoris from there.
 
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