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Uncontested Champion does sound like a bit of a strech now doesn't it?

I mean, just to grab a single challenger from the very big sack of the AARland, we got this classic that took 70 pages to get through one year of EU2 AAR.. https://forum.paradoxplaza.com/foru...and-the-last-bastion-of-empire-book-iv.49096/
70 pages in 8 months, but only lasted 8 months…

ok, it might win on the page count per unit time, but 19 years to cover ~18 months of game time and still going, I don’t think it really is a challenge to El Pips insane masterpiece.
 
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Uncontested Champion does sound like a bit of a strech now doesn't it?

I mean, just to grab a single challenger from the very big sack of the AARland, we got this classic that took 70 pages to get through one year of EU2 AAR.. https://forum.paradoxplaza.com/foru...and-the-last-bastion-of-empire-book-iv.49096/
It didn't keep up, though.

ok, it might win on the page count per unit time,
Think this very thread would beat it out.

but 19 years to cover ~18 months of game time and still going, I don’t think it really is a challenge to El Pips insane masterpiece.
This.
Makes you wonder if it'll ever finish.
 
More components arrive for our refurbished Fortress of Doom.

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35,000 tech points. Last time, it was 7,500.

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Our refurbished Fortress of Doom is starting to come together.

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So far, we have seven Maintenance modules, two Airbase modules (with Fighter squadrons), two AWACS modules and a Beam Weapon module.

All very obsolete. The modern equipment is being built now.
 
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Obsolete does not mean not dangerous though. :)

35,000 tech points. Last time, it was 7,500.

View attachment 1287092

At this rate that fuel consumption tech will get get completed pretty quick. Even if that salvager still needs to go home to get this stuff downloaded into our research labs, if I'm not mistaken.

I hope we'll get some reactor tech from this too. Would be helpful with how few engine components we got from these so far.
Not a lot of components in general but that's more or less to be expected.
 
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Our Freighters are bringing in more Deep Space Tracking Stations for both Harmony and the Neutral Zone.



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LOL.

The Fighter repairs its broken Fire Control computer, while it is under tow by a Tug.

Obviously I'm not going to waste a Tug's time dragging individual Fighters around, at a time when there's such a mess to clean up... so that Fighter must be inside an Airbase space station module that's under tow by the Tug.

I'm trying to bring Harmony's run-away maintenance cap under control. That requires both increasing the maintenance cap by bringing in more modules, and also removing any unnecessary military ships that are bloating the cap.

Such as all those stranded Fighters.
 
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January 29th, 2031.

Another five-day build-cycle tick.

Another polite suggestion from the Bork. Diplo +57.

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This is going to be a bigger and bigger problem as time goes on. I'm dreading the moment when our Gunships run out of endurance.

You may be wondering why I'm not addressing the endurance / short leave / overhaul issue, then.

I am.

I'm building a fortress at the jump point, so that half of our Navy can pull back, rest and overhaul.
 
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What happens when you're above the maintenance cap?

Your maintenance clock will then run even for ships in the anchorage, and they will continue to experience random breakdowns and consumption of on-board repair parts until you get back under the cap.
 
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Is there any base within the gunships range? They are the fastest units so best capable to return in a rush.

Returning in a rush isn't on the cards.

When a ship enters overhaul, it commits itself to remaining in that port for weeks.

There is indeed a "leave overhaul" button which immediately releases the ship from overhaul. But because the ship was partially dismantled for an overhaul that was not then completed, that puts the ship in a "recovering from overhaul" state.

A large number of stats such as fleet training, grade, morale, maximum shield strength, and so on are all reduced to zero and only recover very gradually over the course of the next month or so.

So if we send a task force away for overhaul, it won't be coming back in a rush.
 
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I brought in some spare Intel ships.

Agent 99 (from "Get Smart") will relieve Agent 008 so that they can head back for rest and overhaul.

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Your maintenance clock will then run even for ships in the anchorage, and they will continue to experience random breakdowns and consumption of on-board repair parts until you get back under the cap.
Does it at least use parts on a slower basis than if no maintenance cap was available?

Oh, probably. Butterfly has long periods of snoozing between updates.
That AAR is still alive despite having had no posts since 2003?!?!
 
Does it at least use parts on a slower basis than if no maintenance cap was available?

Yes.

It's proportionate. If you are at double your maintenance cap, then your maintenance clock will run at half-speed.
 
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February 3rd, 2031.

Another five-day build-cycle tick.

Another polite suggestion from the Bork. Diplo +58.5

We have temporarily switched our production from the intended trio of ordnance factories / fighter factories / ground forces training centers to building orbital maintenance modules instead. This will continue for a few weeks or months, to greatly expand our fleet cap in the war zone.

Logistics!

Two of our smaller shipyards expand their capacity.

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So far our Salvagers have collected over 1300 tons of Gallicite from the wrecks.

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