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That's great news. At least we know it's possible to get peace with them, if their xenophobia isn't too high.

Well... we're not sure how much damage we're doing to the relationship by ignoring their suggestions that we leave.

We can't see their numbers, only our own.
 
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With hundreds of Fighters, we typically have only one named character in each Fighter squadron. Sometimes none.
The game doesn't generate names for most chars?

A Tug has finished towing the captured enemy Gard back to Earth, and it is entering a 40,000-ton repair dock now.

We'll fix it up before tearing it apart and reverse-engineering all the alien components. That way, we'll have more toys to play with.

The repair efforts will require about 15 months. Not counting the time it takes to scrap it afterward.
How can we repair it without knowing how their tech works? or is it solely repairing what we can using their maintenance parts?
 
The game doesn't generate names for most chars?


How can we repair it without knowing how their tech works? or is it solely repairing what we can using their maintenance parts?

The game doesn't generate enough officers for a Navy with hundreds of Fighters.

We would need two or three times more Naval Academies.



We repair stuff without knowing how the alien tech works, by banging on it with a hammer.

 
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Another five-day build-cycle tick.

Another polite suggestion from the Bork. Their patience is impressive.

We have now researched all the techs required to build both our jump-capable SRAM Fighters and also our jump-capable Launch Platforms. Including the ordnance.

Production will start immediately.
 
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Hmmmm...

It is now December 24th in-game.

According to this, it takes exactly a month to build a squadron of eight Partystarters. Thirty days exactly.

So we can build three squadrons (enough to precisely fill a Mountain-class Tender) in three months, and a total of 96 of them (requiring four Tenders) in a year.

sc-3140.jpg


Let's do it.
 
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Well... we're not sure how much damage we're doing to the relationship by ignoring their suggestions that we leave.

The suggestions themselves do damage to our numbers, too. Or should, at any rate. I'm hopeful that the two balance out. But we can't be sure because we can't see their numbers.
 
Anything we can do to appease the Bork?

Take away our mining facilities in ZNZ. Or give those to them.

And make sure they recognize our claim to AZ Microscopii before they put mines in there, too.
 
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After the first few, they stop being interesting or fun though, as they turn into “Jerx appeared, local Sabre squadron racked up some kills.”
Agreed. This one is still in the exciting phase though.
 
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.. especially since it leads to this little ship design.

... and you wouldn't freaking BELIEVE how tight THIS design was. I actually had to design a new prototype engine specifically for this ONE fast attack craft, since the design simply wasn't possible (under 2,000 tons) with off-the-shelf components. It couldn't be done.



Sabre class Fast Attack Craft (P) 1,997 tons 48 Crew 472.7 BP TCS 40 TH 325 EM 0
8134 km/s Armour 3-14 Shields 0-0 HTK 12 Sensors 0/0/0/0 DCR 0-0 PPV 8
Maint Life 1.36 Years MSP 186 AFR 128% IFR 1.8% 1YR 108 5YR 1,622 Max Repair 162.40 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 1 months Morale Check Required

Magneto-plasma Drive EP324.80 (1) Power 324.8 Fuel Use 128.38% Signature 324.80 Explosion 14%
Fuel Capacity 250,000 Litres Range 17.6 billion km (24 days at full power)

Spinal 25.00cm C4 Ultraviolet Laser 1981 (1) Range 256,000km TS: 8,134 km/s Power 16-4 RM 40,000 km ROF 20
1984 Beam Fire Control R256-TS10000 (1) Max Range: 256,000 km TS: 10,000 km/s ECCM-0 96 92 88 84 80 77 73 69 65 61
Stellarator Fusion Reactor R4 (1) Total Power Output 4.1 Exp 5%

CIV PD Search Sensor AS8-R1 (1) GPS 21 Range 8.6m km MCR 771.7k km Resolution 1

This design is classed as a Military Vessel for maintenance purposes
This design is classed as a Warship for auto-assignment purposes



Spinal 25cm boom-boom. Three layers of armor. Over 8,000 kps. One month endurance. Our best anti-ship Fire Control. Enough spares to repair any component once. All under 2,000 tons.
 
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Circling that nice CC 1.9 colony-prospect in the newly-discovered Lacaille 21185 system, the ESNS Robert Oppenheimer (Blaaat) is suddenly and treacherously attacked, becoming the target of a hurricane of fire... the evil Goons score one hundred and fifty hits in the first five seconds (!) and Blaaat is killed instantly by a direct hit on the bridge of the ill-fated ESNS Robert Oppenheimer.

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Meet the Goons!
Another threadmark
 
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Nikolai II in the ESNS Wagonlitz has been ambushed by the evil Galapagonians (the Precursors) in the WX Ursae Majoris system.

View attachment 1081832

He'll try ducking into that Lagrange point and popping out the other one... but I can't picture him living long enough to actually carry out the maneuver. The Lagrange point is 30 million km away, and the Galapagonians move three times faster than he does.

Same exact page as the encounter with the goons. Since these are precursors and apart from running away nothing much happens it's not really all that exciting as a threadmark.
On the other hand, this is the kind of post we spend searching for later when we returned to the system to clean it out. We may have cleaned it out already though -- In fact, I think we did.
 
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Anything we can do to appease the Bork?
We have a diplomat there, that's about it?

But it seems the diplomat manages to roughly compensate for the bad feelings over having politely asked us to leave. So if the descent is slow enough, the best appeasement is the one we are working towards - fill the system with banks as claims.
 
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We have a diplomat there, that's about it?

But it seems the diplomat manages to roughly compensate for the bad feelings over having politely asked us to leave. So if the descent is slow enough, the best appeasement is the one we are working towards - fill the system with banks as claims.

We could check the Diplomat's diplomacy skill modifier. We should have the highest skill diplomat we have working on that.
But I doubt that's not already the case.
 
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The Jerx are back! They are raiding our new colony and base in Tau Ceti. We've prepared a warm welcome for them.

View attachment 1087906

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Yeah... good luck with THAT, buddy.

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A wing of Fighters at the Naval Base, plus a TRP (Trade Route Protection) Flotilla down at the bottom of the list.

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Three and a half hours to intercept.

Third encounter with the Jerx. Against a pretty well defended system. Our first test of the TRP forces, starting off with a missile strike that doesn't do enough to actually kill anything.
 
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