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So... what sort of additional ships are we going to need, in view of the lessons learned in the Battle of DX Cancri?

Troop Transports capable of moving at least 25k ground units (or some multiple of that figure).
Drop Ships capable of dropping at least 25k of ground units (or some multiple of that figure).
Bombardment vessels equipped with large-calibre Lasers (something with better armor penetration than the 120mm Lasers we've been using).
Bombardment vessels equipped with many short-range, high-capacity missiles. Low Gallicite consumption is a necessity.
Towed Hangars that can be parked near a target planet and provide Fighter cover / bombardment / orbital support. This allows the Fleet to maneuver.
More Ammunition Tenders.
As soon as our engine techs allow, start work on Gunships to reduce our dependance on Gallicite.
 
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As soon as our engine techs allow, start work on Gunships to reduce our dependance on Gallicite.
A potential solution is to use larger engines with reduced engine power modifiers.

Generally, engine cost is directly proportional to the engine power, which means gallicite usage increases as we climb the tech tree. However, the cost is additionally multiplied by the EP modifier if it is less than 1.0 - this means that for example, an engine with 0.5x modifier actually costs 1/4 as much as an engine of the same size with a 1.0x modifier, despite having 1/2 the speed (rather than 1/4). I wouldn't recommend using full-blown commercial engines for the fleet, of course, but something like 0.9x, 0.8x multipliers can save significant gallicite. For missile-based fleets making such concessions is arguably a necessity at higher tech levels, and this lends itself naturally to carrier-based fleets like ours which can rely on cheap, long-ranged fighter strikes to deliver missiles rather than the slower capital ships.

Of course, a healthy mix of missile and beam ships will provide a well-rounded combat capability which is resistant to mineral shortages as well. When I design fleets based on the USN I often use carriers escorted by AMM and beam PD escorts along with some heavier beam cruisers for a secondary offensive punch.
 
Blaaat's strike group destroyed nearly 14,000 tons of ground units by orbital bombardment... more than twice as much as any other ship commander.
What can I say I love seeing things blow up.

I'd love to captain a beam cruiser when they're available (well my son/daughter will probably doing the captaining by then :p )
 
Since the action in DX Cancri appears to be over, we are recalling the fleet for overhaul.

EDIT:

Salvage of an Apocalypse wreck has given us a Beam FC and 3600 research points toward the next Armor tech. As well as the usual minerals.

EDIT:

Our Jump Gate Constructor Ship has finished linking DX Cancri into the network of jump gates, so our Cricket-class jump tender can now be withdrawn.
 
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Analysis of another Apocalypse wreck has recovered 4950 research points worth of data on Gauss Cannon RoF 5. This is quite useful, since our missile defense is based on Gauss PD.

So far, we have recovered roughly 3500 tons of Gallicite from the wrecks. Not as much as it took to destroy them... but we have gained other benefits as well, such as bonus tech data, ownership of a ruined alien city for xeno-analysis, and control of the DX Cancri system itself.

Our Xeno teams and Engineers have arrived in the DX Cancri system and are unloading now.
 
Analysis of wrecks has given us another 1800 points towards the next Armor tech (total 5400) and 1200 points toward the next Magazine Feed Efficiency tech. That's a total scientific research gain of 11,550 points.

That's more than 41 Lab-Years at our current (280 RP/Lab/Year) rate of research.
 
We have laid down our 81st Orbital Mining Platform. Since each one contains mining gear equivalent to 20 automated mines, this fleet of OMPs are the equivalent of 1620 mines. We will be using them primarily to harvest the nearby systems for Gallicite, Corundium and Duranium.
 
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February 12th. Still waiting for the Xenoarcheologists to complete their analysis of the ruins on Nergal.
 
On the subject of medals...

I like to keep them fairly rare, so that they mean something. The officer in command should get one, since he takes the blame if a fiasco develops. The participants should perhaps each get a campaign ribbon (Battle of DX Cancri), but individual awards should only be handed out for exceptional accomplishments.

Comments?
Sounds good, I'm no preening martinet chasing medals. :D
 
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Our Xenoarcheology teams are hard at work, but have so far produced no tangible results. I suppose they have a whole ruined city to investigate... it was probably unrealistic to hope for early success.

EDIT:

One more year, and Avernite will complete research into Internal Confinement Fusion Drive technology. That will allow us to further improve our ships and missiles.
 
Our forward base at The Establishment has reached the maximum Greenhouse factor (3.0) and is still at -60 Centigrade degrees and 2.24 colony cost factors short of reaching class-0. Unfortunately, this is the limit of our current terraforming capability... it seems that the planet's original colony cost of 8 was simply too high for us to fully terraform it. The residents will always require some degree of life support infrastructure.
 
Our forward base at The Establishment has reached the maximum Greenhouse factor (3.0) and is still at -60 Centigrade degrees and 2.24 colony cost factors short of reaching class-0. Unfortunately, this is the limit of our current terraforming capability... it seems that the planet's original colony cost of 8 was simply too high for us to fully terraform it. The residents will always require some degree of life support infrastructure.
The Establishment always needing extra pampering?

Surely not!
 
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Not sure what "improving diplomatic relations" they're talking about... I suspect that the Hippies just had a good crop of Buzz-Weed this year.

Anyway, this allows our shipping line vessels entry into their space, but they'll still object to naval vessels... even civilian designs.
 
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One hundred and thirty-four installations... that's not the 1,747 we found on Wolf 294 A-II in our Ad Astra game, but it's still very nice.

I'll move the Xeno teams into reserve, and send for more Engineers.
 
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We have laid down our 99th orbital mining platform. Once completed and launched, that will make a total of 1980 mines operating on comets and small asteroids (200 km and smaller). Our mining efforts are currently focused on Gallicite, Corundium and Duranium.
 
Scientist Avernite... now 69 years old... has completed his theoretical work on Internal Confinement Fusion Drives, and is now researching hardware implimentations of this new engine technology.

Here is the new Fighter:



Streak III class Fighter 168 tons 6 Crew 59.2 BP TCS 3 TH 54 EM 0
16091 km/s Armour 1-2 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0 PPV 0.9
Maint Life 19.14 Years MSP 27 AFR 2% IFR 0.0% 1YR 0 5YR 2 Max Repair 27.00 MSP
Magazine 6
Lieutenant Commander Control Rating 1
Intended Deployment Time: 1.5 days Morale Check Required

FTR Internal Fusion Drive EP54.00 S0.9 1996 (1) Power 54.0 Fuel Use 2598.08% Signature 54.00 Explosion 30%
Fuel Capacity 17,000 Litres Range 0.7 billion km (12 hours at full power)

Size 6.00 Box Launcher 1975 (1) Missile Size: 6 Hangar Reload 122 minutes MF Reload 20 hours
FTR Missile Fire Control FC92-R100 1988 (1) Range 92.7m km Resolution 100
Falchion Anti-Ship Missile (1) Speed: 27,000 km/s End: 45.7m Range: 74.1m km WH: 9 Size: 6 TH: 162/97/48

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a e for auto-assignment purposes



Faster by 2,000 kps, longer ranged by 100 m-km, and now with an Engineering section so that any weapon malfunction can be corrected by the Fighter's own crew right on the spot instead of requiring Hangar repair facilities to fix.

The indicated Falchion missiles are just a place-holder for the new Broadsword missiles, still under development.
 
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More new designs:



Battle III class Heavy Cruiser 19,965 tons 442 Crew 3,432.9 BP TCS 399 TH 2,400 EM 0
6010 km/s Armour 7-65 Shields 0-0 HTK 126 Sensors 11/11/0/0 DCR 15 PPV 54
Maint Life 3.20 Years MSP 3,112 AFR 213% IFR 3.0% 1YR 458 5YR 6,865 Max Repair 600 MSP
Magazine 734 Tractor Beam
Captain Control Rating 3 BRG AUX ENG
Intended Deployment Time: 18 months Morale Check Required

Internal Fusion Drive EP1200.00 M-60 1996 (2) Power 2400 Fuel Use 20.41% Signature 1200 Explosion 10%
Fuel Capacity 3,762,000 Litres Range 166.1 billion km (319 days at full power)

Size 6.00 Missile Launcher 1993 (8) Missile Size: 6 Rate of Fire 15
Size 1 Missile Launcher 1993 (6) Missile Size: 1 Rate of Fire 5
Missile Fire Control FC31-R1 1984 (2) Range 31.6m km Resolution 1
anti-FAC Missile Fire Control FC77-R8 1991 (2) Range 77.4m km Resolution 8
FTR Missile Fire Control FC92-R100 1988 (2) Range 92.7m km Resolution 100
Snake AMM (122) Speed: 46,400 km/s End: 2.2m Range: 6.2m km WH: 1 Size: 1 TH: 340/204/102
Falchion Anti-Ship Missile (102) Speed: 27,000 km/s End: 45.7m Range: 74.1m km WH: 9 Size: 6 TH: 162/97/48

Active Search Sensor AS73-R100 1983 (1) GPS 5600 Range 73.3m km Resolution 100
EM Sensor EM1.0-11.0 1969 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

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



Improved Heavy Cruiser - Faster, thicker armor (7 layers instead of 5), 50% longer cruising range, 50% more maintenance storage.



Constellation II class Carrier 19,986 tons 286 Crew 2,581.8 BP TCS 400 TH 2,400 EM 0
6004 km/s Armour 3-65 Shields 0-0 HTK 102 Sensors 11/11/0/0 DCR 15 PPV 0
Maint Life 3.23 Years MSP 3,211 AFR 213% IFR 3.0% 1YR 465 5YR 6,969 Max Repair 600 MSP
Hangar Deck Capacity 5,000 tons Magazine 476
Commander Control Rating 1 BRG
Intended Deployment Time: 18 months Flight Crew Berths 100 Morale Check Required

Internal Fusion Drive EP1200.00 M-60 1996 (2) Power 2400 Fuel Use 20.41% Signature 1200 Explosion 10%
Fuel Capacity 4,300,000 Litres Range 189.7 billion km (365 days at full power)

Falchion Anti-Ship Missile (79) Speed: 27,000 km/s End: 45.7m Range: 74.1m km WH: 9 Size: 6 TH: 162/97/48

Active Search Sensor AS56-R100 1969 (1) GPS 4200 Range 56.3m km Resolution 100
EM Sensor EM1.0-11.0 1969 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km
Thermal Sensor TH1.0-11.0 (1) Sensitivity 11 Detect Sig Strength 1000: 26.2m km

Strike Group
29x Streak III Fighter Speed: 16091 km/s Size: 3.36

Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s

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



Improved Carrier - Faster, tripled maintenance storage, 50% longer cruising range.



Admiral III class Command Ship 20,000 tons 482 Crew 4,003.4 BP TCS 400 TH 2,400 EM 0
6000 km/s JR 6-50 Armour 4-65 Shields 0-0 HTK 94 Sensors 0/66/0/0 DCR 16 PPV 0
Maint Life 3.25 Years MSP 4,501 AFR 200% IFR 2.8% 1YR 643 5YR 9,646 Max Repair 600 MSP
Captain Control Rating 4 BRG AUX ENG FLG
Intended Deployment Time: 18 months Morale Check Required

J20000(6-50) Military Jump Drive 1991 Max Ship Size 20000 tons Distance 50k km Squadron Size 6

Internal Fusion Drive EP1200.00 M-60 1996 (2) Power 2400 Fuel Use 20.41% Signature 1200 Explosion 10%
Fuel Capacity 4,291,000 Litres Range 189.2 billion km (364 days at full power)

Active Search Sensor AS200-R100 1983 (1) GPS 42000 Range 200.8m km Resolution 100
Active PD Search Sensor AS43-R1 1983 (1) GPS 420 Range 43.3m km MCR 3.9m km Resolution 1
Anti-FAC Active Search Sensor AS109-R16 1983 (1) GPS 6720 Range 109m km Resolution 16
EM Sensor EM6-66 1972 (1) Sensitivity 66 Detect Sig Strength 1000: 64.2m km

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



Improved Battle Management Vessel - Faster, thicker armor, 50% longer cruising range, 50% more maintenance storage.
 
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