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blue emu

GroFAZ
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Mar 13, 2004
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Of course... so are a lot of lies. Some truths are so precious, so fragile, that they must be constantly attended by a bodyguard of lies. One such truth... and one such set of lies... concerns the events of the summer of 1947, taking place in the hills behind Roswell, New Mexico.

The known facts concerning this chain of events are few. In early July (some reports say 'late June') of 1947, Mac Brazel of the Foster Ranch found some odd debris out in the hills. A few days later, he contacted Sheriff George Wilcox in Roswell, who in turn got in touch with Intelligence officer Major Jesse Marcel of the Roswell Army Air Field. In response to his report, a team headed by Colonel Sheridan Cavitt arrived at the Foster Ranch the next day, to inspect the debris and to remove it to the Army Air Base for examination.

At this point in our story a security curtain descends, and our "facts" are replaced by rumors, conjecture and rather implausible "official announcements". Over the next few days, the powers-that-be issued a contradictory series of reports. On July 8th, public information officer 1st Lt Walter Haut of the Roswell Army Air Field issued a press release stating that personnel from the 509th Operations Group had recovered a crashed "flying disc" from the grounds of a ranch outside Roswell. The very next day, a contradictory announcement was made by an Army spokesman for General Roger Ramey of Fort Worth, claiming that the recovered object was merely a weather balloon. The object, whatever its true nature, was first transferred from the Foster Ranch to Roswell Army Air Field, then from Roswell to Fort Worth Army Air Field, and then onward, to some secure location designated by higher command. Curious reporters were shown a small pile of debris, largely tinsel and wooden sticks, which bore little resemblance to the "flying disc" described by the initial July 8th reports out of Roswell.

... and there the trail goes cold.

We pick up the story on January 1st of the following year, 1948...
 
This will be a community Forum game, using the free C# indy game Aurora 4X v1.13 developed by Steve Walmsley.

Free game download: http://aurora2.pentarch.org/index.php?topic=10635.0

Players can request careers in the Space Navy (eventually), or as Scientists or Administrators, or command of Ground Troops (typically of Battalion or Brigade strength)... or they can just sit back and watch, and occasionally offer advice or opinions.

Since we are starting in 1948, we'll have only historical post-war tech at first. Even ICBMs have not yet been developed, let alone spaceships. So anyone wanting a career in the Navy will have to be patient. We might launch our first interplanetary rockets in the 1950s, and make our first manned landings on the Moon or Mars in the 1960s. From that point on, I expect the pace to accelerate, and we should be leaving the Solar System on our first voyages of exploration before the turn of the century.

Current Fleet:

9 x Admiral-class Battle Management Vessels which also serve as jump tenders.
12 x Constellation-class Carriers, 9 with 28 Streak Fighters each, 3 with air groups now building.
12 x Battle-class Heavy Cruisers with 6 more building or planned.
18 x Storm-class Gauss PD Frigates.
9 x Flame-class Laser PD Frigates building or planned.
4 x Rodent-class Colony Patrol Vessels.
336 x Streak-class Fighters.

6 x Island-class Ammunition Transports. More planned.
18 x Fortress-class Troop Transports
8 x Tankers
2 x Colony Ships
26 x Mule-class Freighters
10 x Strongman-class Tugs
3 x Gate-class Jump Point Stabilization Vessels.

10 x Science vessels (both Grav-Survey and Geo-Survey capability).

50 x Orbital Fuel Refinery Stations.
40 x Terraforming Stations
36 x Orbital Mining Stations.

Ground Forces:

28 x Garrison Battalion
14 x Garrison Brigade HQ
14 x 10cm PD Laser Turrets
10 x 30cm Plasma Carronades
 
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Game start, set-up:

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Space Navy please!
 
More set-up:

Earth needs a planetary governor. Only applicants with an Admin rating of 5 or higher need apply. Only three characters qualify, and only one of those three has a +Population Growth bonus... so there isn't much choice when it comes to selecting my player character. +Pop Growth is crucial at this early stage of the game.

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By ticking the "Story Character" box, I make sure that the Blue Emu character doesn't suffer accidents or ill health, and doesn't retire.

We have no access to the rest of the Solar System until we develop interplanetary travel, but in order to give our other Administrators something to do (so that they can start gaining skill points) I will establish a series of paper studies (the Luna Bureau, the Mars Bureau, the Mercury Bureau, etc) and assign Administrators to them.

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We have no ships and no ground troops, so I can't assign any Naval or Ground officers at this point.

When it comes to Scientists, we've been fairly lucky. We have one or more researcher in every field except Defensive Systems:

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We aren't going to need two Biologists this early in the game, so I issue orders to re-train one of our Biologists as a Defensive Systems expert. This drops his research bonus by 3/4 (from +10% to +2.5%) but he can work his way back up from there.

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... to be continued...
 
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Space Navy please!
As I said, it will be several years before we reach that point. You are first on the list, though.
 
Set-up, continued:

At the start of the game, there is only one technology that really counts. Under the Construction and Production branch, the Trans-Newtonian Technology tech is the turn-key that unlocks all of the space-age techs, including factories, mines, space-fuel, power plants, engines, sensors, weapons, and nearly everything else. So we should focus our research efforts on that tech above all else.

Unfortunately, while we have two researchers in this field (one of them with an excellent +30% bonus) neither one can coordinate more than 5 labs at a time.

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Since the % bonus for researchers is quadrupled within their own field of specialty, Alice Barber running 5 labs at (+30% quadrupled) is the research-point equivalent of 11 labs. We can do better than that... our Logistics researcher, Andrew Storey working outside his field (so a flat +15% bonus, not quadruped) can coordinate 25 labs, and with his +15% bonus that's the research point equivalent of 28.75 labs... more than double Alice's output.

So Andrew Storey will rush the Trans-Newtonian Technology tech, and we'll parcel out the remaining labs so that every scientist gets at least one. That way, everybody can start gaining skill. Naturally, this is just a temporary measure until the TN techs are unlocked, after which everybody should be able to work on a useful project within their own field of expertise.

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... so we should have our turn-key tech researched in less than a year, after which we can redistribute the labs in a more sensible fashion.
 
Earth's starting minerals are quite good:

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Some of the concentrations are a bit low... only four of the eleven TN minerals are present in concentrations higher than 70%... but this looks pretty good overall.

We won't know what the rest of the Solar System has for minerals until we have advanced far enough to send geological survey ships to the other planets, moons, comets and asteroids.

We start with one Naval and one Commercial shipyard, and with no ability to build more until the Trans-Newtonian Technology tech is unlocked. We can, however, expand the ones we already have... and a quick calculation of our mining output confirms that we can afford to do so. So orders are issued to expand both yards.

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We can design and build a few weak Garrison ground units... partly for crowd control, but mostly to give our Ground Officers something to do.

Let's see if I can figure out how this insanely complicated interface works...

Hmmm....

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OK... I've designed research projects for 1948-model Rifleman equipment, Machine-guns, Light field artillery, Headquarters (suitable for commanding one Battalion) and a Supply company.

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Might as well replace some of our make-work research projects... which were just filling in time until Trans-Newtonian Technology was researched... with these Ground Unit research projects.

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... and that should just about finish setting us up!

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Gentlemen... start your engines!
 
March 16th, 1948 - One of our researchers has completed work on Garrison Battalion Rifleman Equiment. Four more minor applications techs to go, and we can start building our first (very feeble) Ground Units.

April 28th - The Logistics and Supply component for Garrison Battalions has finished. We are also expanding our Deep Space Tracking System.

May 13th - The HQ component has finished. Two more to go.

May 18th - The Crew-served Support Weapons component has finished.

June 27th - The last component (Light Artillery) for Garrison Battalions has finished, and we can now design the unit itself.

... and there it is:

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Transport weight 1000 tons (which is exactly what its HQ component can command), and requires 138 supply (which its own integral Supply Company can provide).

I'll start building several of them...four each for Earth, Luna and Mars... while we design and research a Garrison Brigade HQ unit to coordinate four of them at a time.
 
September 3rd, 1948 - Production of our additional nine Deep Space Tracking Stations has completed. We can now see deep into the Asteroid Belt... at least, on the near side of the Sun. Production has switched to alternate runs of ten Financial Centers / one Research Lab / repeat.

October 8th - Our expansion of the Norfolk Naval Yard and the Cape Canaveral Commercial Yard have both completed, and a second round of shipyard expansion has been ordered.

November 14th - The vital tech Trans-Newtonian Technology has completed, and we can now reassign our researchers to important techs within their own fields.

The new projects include Geological Survey Sensors, Infrared Laser, Large Fuel Tank, Pressurized Water Reactor, Terraforming Module, Implosion Fission Missile Warhead, Research Rate +20% and Grav Sensor Strength 10... all these techs were enabled by the completion of the turn-key tech Trans-Newtonian Technology.

out_there_015.jpg
 
While we're still fumbling our way forward toward the Space Age, we can discuss a few long-range prospects.

Should I assemble a council of advisors to increase the interactive aspect of the game? I was thinking that it might include a Director of Survey, a Director of Colonization, a few Military representatives (Operations, Intel, Bureau of Ordinance, etc), a Minister of Industry, an Economy Minister, and so on. Any interest in this?

I can briefly explain a few of the challenges we will face, and my intended way of meeting them:

One important rules change in the C# version of Aurora is to money. It is no longer possible to accumulate hundreds of thousands of space-bucks early in the game, for two reasons. First, your treasury is now capped at twice your annual income. Any money in excess of twice your yearly income is simply removed from the game, and is assumed to have been spent on social programs, corruption and political kick-backs. Second, population no longer creates tax money directly. Only your EMPLOYED pops pay taxes. So it's important to find jobs for as many of your citizens as possible... the unemployed are just a drain on your capabilities, instead of a source of taxes. It's also important to increase your yearly income, since that increases the cap.

Another hurdle that we'll have to face... not new to the C# version, though... is that once any colony reaches ten million people, the colonists start rioting if they feel that Mother Earth is not protecting them properly. Unrest increases turn after turn, which causes income and production to drop. There are two ways we can deal with this... either suppress the rioters (and those Garrison Battalions that I'm building can do this) or prevent the unrest by satisfying their demands for protection. Obviously, the second course of action (protect the colonies) is better, but it's not as simple as it used to be in VB Aurora.

PDCs (Planetary Defense Complexes) have been removed from the game. There's no such thing, anymore. So the easiest and cheapest way to protect the colonies is no longer possible. There are still two ways to generate PPV (Planetary Protection Value, to satisfy the colony's demands for protection)... we can build some ground installations that have STO (Surface-to-Orbit) capability such as powerful Laser weapons and ship them to the colonies; or we can build some small warships such as Patrol Boats or Revenue Cutters, send them to the colonies and ship in enough Maintenance Facilities to keep them fully maintained on-site. This will also provide jobs for the colonists who work at the Maintenance Facilities, enabling them to pay taxes.

So there is a definite point to building some small, weak warships... we can use them to police our colonies, and to satisfy the citizens by "showing the flag". Ordinarily, when researching military technologies we would go straight for Missile techs and ignore Beam Weapon techs until mid-game, since it requires FAR more research to make a truly effective Beam Weapon warship than an effective Missile Boat. Far more. But if we just want some weak Patrol Boats for police work and customs enforcement, it turns out that Beam weapons are actually the quickest and cheapest alternative. They won't be combat effective... but that's not their job. Their job is to reassure the colonists that Earth has not just dumped them on this rock and forgotten them.

... more to come.
 
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Sign me up for the navy.

While we're still fumbling our way forward toward the Space Age, we can discuss a few long-range prospects.

Should I assemble a council of advisors to increase the interactive aspect of the game? I was thinking that it might include a Director of Survey, a Director of Colonization, a few Military representatives (Operations, Intel, Bureau of Ordinance, etc), a Minister of Industry, an Economy Minister, and so on. Any interest in this?
For me I'd prefer the usual method where you offer us suggestions on what course we can take e.g. should we go for patrol boats or STO lasers (so STO missiles are no longer possible at all?) But if the majority want to go along with a council for RP purposes I don't mind going along with it. I'm going for STO lasers assuming they're at least more useful at protecting the planet against potential xeno-scum and don't use any fuel. (just in case fuel becomes a problem which happened before in one of your games IIRC)
 
Sign me up for the navy.


For me I'd prefer the usual method where you offer us suggestions on what course we can take e.g. should we go for patrol boats or STO lasers (so STO missiles are no longer possible at all?) But if the majority want to go along with a council for RP purposes I don't mind going along with it. I'm going for STO lasers assuming they're at least more useful at protecting the planet against potential xeno-scum and don't use any fuel. (just in case fuel becomes a problem which happened before in one of your games IIRC)
You're second on the list.

STO Lasers offer a number of advantages:

1) The same installation can fire either at enemy ships within range or at incoming missiles.
2) Specializing in anti-ship or PD just changes the type of Fire Control the unit has... 4 x range / 1 x speed for anti-ship or 1 x range / 4 x speed for PD.
3) They consume supplies like any other ground unit, but they need no ammo or fuel. Logistics are simple.
4) Properly dug-in, they can be very hard to spot even with an active sensor.
5) They require no maintenance facilities or overhauls.

AFAIK there is no ground unit that launches missiles. Naturally, we can build armored space stations to protect our colonies, and equip them with whatever armament we choose. In that case, the colony would need to provide the required maintenance facilities.

I'd like to rely on STO but to also build some Patrol Boats, since they can be redeployed very quickly, adding extra flexibility to our dispositions. Remember that as the population on a colony world increases, their need for additional PPV also increases. So when a colony starts complaining about being neglected, we can rush out a few Patrol Boats to satisfy them, while we build more STO and ship them out to the colony... and then withdraw the Patrol Boats into reserve again.
 
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We have begun converting our post-war conventional industries into their TN equivalents. At first, we will emphasize conversion to TN-factories (in order to generate more industrial power and speed up the process), and later on we'll emphasize conversion to TN-mines. With no techs to build spaceships or missiles, we can leave conversion to fuel refineries, fighter factories and ordinance factories for last.

These conversions will be interspersed with runs of Financial Centers to increase our budget and cover the expense of our increasing production rate.

Currently our budget is slightly positive... about +4 space-bucks per day.
 
February 3rd, 1949 - Our Power and Propulsion scientist has completed theoretical work on Pressurized Water reactor, thus allowing us to research the crudest and weakest form of space propulsion, Nuclear Thermal Engines. Theoretical work has started on that technology, but only because it is a prerequisite to improved engine types. I have no current intention of researching any NTE (Nuclear Thermal Engine) application techs. We intend to just skip past them and research the next level of theoretical reactor designs, Improved Pressurized Water Reactors which in turn will give us access to the somewhat superior Improved Nuclear Thermal Engines.

It's a good question just how far up the PnP (Power and Propulsion) tree we should climb before actually switching to application techs and turning the paper studies into hardware. Certainly any warships built with such primitive engine techs would quickly become obsolete... except for PPV purposes... but there is a good argument for designing and building a Geo-Scout or three as soon as the Geo-Survey sensors are ready, regardless of how primitive its engines might be. The sooner we find out just what minerals the Solar System contains, the sooner we can make realistic plans... either to turtle for a while and build up our economy, or to break out into the galaxy ASAP in search of more mining locations.
 
February 13th, 1949 - Our Defensive Systems researchers have finished Conventional Composite Armor, and have immediately started work on Advanced Conventional Composite Armor.

March 30th - Our Logistics research team has completed Large Fuel Tank, and has begun research on Cryogenic Transport, a required tech for building Colony Ships.

May 14th - One of our Construction and Production research teams has completed research on Wealth Generation +20%, which increases our tax revenues (only from employed citizens, of course). Research has begun on a tech that will increase the productivity of our construction factories by +20%.

EDIT:

That Economy tech has boosted our income by about $10 per day.

May 18th - Our Sensor researchers have completed research on Geological Survey Sensors. This puts us on the horns of a dilemma... should we just throw together the crudest and cheapest engine we can make, and build a Geo-scout as fast as possible? I would really prefer to press forward at least one more level in engine technology, and also one or two levels in fuel efficiency, before building our first ship... even though that means delaying the construction of our first spaceship by about two years.

Opinions?

In the mean-time, I will use our factories to pre-build half-a-dozen Geo Sensors. That will speed up the assembly of the ship once the engines are ready.
 
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It can't be as bad as Wolf-whatever the number was... can it?
I still have nightmares about Wolf 294.

Unless a strong consensus develops in favor of immediate action, I intend to wait for at least the second level of engine techs.

For one thing... every time we build one design and then switch to an improved model, we have to retool the shipyards. It saves time, money and frayed nerves if we don't tool up to begin with until we have something worth building.
 
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Good heavens... I just stumbled across this, on the Aurora c# forum:


Anything that uses a structural shell instead of a hull... so that includes fuel harvesting space stations, terraforming space stations, asteroid mining space stations... can be built using ground-based factories instead of shipyards, as long as the planet has a space-port.

That's HUGE... once the other essential construction has been taken care of... which, admittedly, will take decades... Earth can start cranking out large space stations in an endless stream.