• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Flame III class Escort Frigate 9,999 tons 245 Crew 2,073.4 BP TCS 200 TH 1,200 EM 0
6001 km/s Armour 3-41 Shields 0-0 HTK 75 Sensors 11/11/0/0 DCR 4 PPV 46.86
Maint Life 2.75 Years MSP 2,018 AFR 200% IFR 2.8% 1YR 383 5YR 5,750 Max Repair 600 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 18 months Morale Check Required

Boosted Internal Fusion Drive EP1200.00 B-40 1996 (1) Power 1200 Fuel Use 68.89% Signature 1200 Explosion 15%
Fuel Capacity 2,866,000 Litres Range 74.9 billion km (144 days at full power)

Quad 12cm C4 Ultraviolet Laser 1977 Turret 1991 (2x4) Range 160,000km TS: 20000 km/s Power 16-16 RM 40,000 km ROF 5
Beam Fire Control R256-TS20000 1991 (2) Max Range: 256,000 km TS: 20,000 km/s 96 92 88 84 80 77 73 69 65 61
Tokamak Fusion Reactor R33 (1) Total Power Output 32.6 Exp 5%

Active Search Sensor AS73-R100 1983 (1) GPS 5600 Range 73.3m km Resolution 100
Active PD Search Sensor AS15-R1 1983 (1) GPS 56 Range 15.8m km MCR 1.4m km Resolution 1
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

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



Improved Laser PD Frigate - Faster, 50% longer cruising range, thicker armor.



Storm III class Frigate 9,999 tons 207 Crew 1,809.5 BP TCS 200 TH 1,200 EM 0
6000 km/s Armour 2-41 Shields 0-0 HTK 69 Sensors 6/11/0/0 DCR 4 PPV 69.42
Maint Life 2.07 Years MSP 1,452 AFR 200% IFR 2.8% 1YR 452 5YR 6,780 Max Repair 600 MSP
Commander Control Rating 1 BRG
Intended Deployment Time: 18 months Morale Check Required

Boosted Internal Fusion Drive EP1200.00 B-40 1996 (1) Power 1200 Fuel Use 68.89% Signature 1200 Explosion 15%
Fuel Capacity 2,588,000 Litres Range 67.6 billion km (130 days at full power)

Quad Gauss Cannon R300-100 1991 Turret (2x16) Range 30,000km TS: 20000 km/s Power 0-0 RM 30,000 km ROF 5
Beam Fire Control R256-TS20000 1991 (1) Max Range: 256,000 km TS: 20,000 km/s 96 92 88 84 80 77 73 69 65 61

Active PD Search Sensor AS15-R1 1983 (1) GPS 56 Range 15.8m km MCR 1.4m km Resolution 1
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 TH1.0-6.0 1950 (1) Sensitivity 6 Detect Sig Strength 1000: 19.4m km

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



Improved Gauss PD Frigate - Faster, longer cruising range.
 
  • 1Like
Reactions:
out_there_179.jpg


:D
 
Bloody Hell... Since one of the things our Engineers dug up on Nergal was Life-Support Infrastructure, the idiot AI has been shipping in colonists to live there.

out_there_180.jpg


The radiation level from our nuclear carpet-bombing is causing 35% of the colonists to die each year. And then the AI ships in more colonists to replace them.
 
  • 1Haha
Reactions:
Bloody Hell... Since one of the things our Engineers dug up on Nergal was Life-Support Infrastructure, the idiot AI has been shipping in colonists to live there.

View attachment 770240

The radiation level from our nuclear carpet-bombing is causing 35% of the colonists to die each year. And then the AI ships in more colonists to replace them.
Isn't there a setting to change so the planet isn't colonized. I thought I seen it somewhere.
 
Bloody Hell... Since one of the things our Engineers dug up on Nergal was Life-Support Infrastructure, the idiot AI has been shipping in colonists to live there.

View attachment 770240

The radiation level from our nuclear carpet-bombing is causing 35% of the colonists to die each year. And then the AI ships in more colonists to replace them.

Isn't there a setting to change so the planet isn't colonized. I thought I seen it somewhere.
On the Economics window, on one of the tabs (I think the Civilian Economy tab) there is a checkbox to mark a colony as Military Restricted, which prevents the dumbass civilians from shipping colonists to your radioactive hellhole xenoarcheological dig site.
 
On the Economics window, on one of the tabs (I think the Civilian Economy tab) there is a checkbox to mark a colony as Military Restricted, which prevents the dumbass civilians from shipping colonists to your radioactive hellhole xenoarcheological dig site.
That is what an talking about.
 
Yes, I had already found the setting. I fixed the problem once I became aware of it, and started shipping the colonists out again.

It was just an example of "stupid computer tricks".
 
out_there_181.jpg


That's a lot of Munchers. Each one carries 20 Robot Mines. Nine more on the ways.
 
out_there_182.jpg


The excavations are complete. In total, we found millions of liters of rocket fuel, thousands of minerals and life-support infrastructure, dozens of mines, automated mines, construction factories, and fuel refineries. We also found several less common installations... 5 maintenance facilities, 3 ground unit construction facilities, 3 ordinance factories, 2 financial centers, 2 terraforming installations, 2 deep space tracking stations, 3 refueling stations and a cargo shuttle station.

No new techs, no research labs.

All in all, a worthwhile prize but not a game-changer.
 
In C# I feel like I get more techs from salvaging the wrecks and the ruins tend to be more of an economic boon with the free minerals and installations. Probably more balanced than the VB6 days when ruins were so crucial because you would jump ~2 tech levels from exploiting a big one, but perhaps not as much fun.
 
The free minerals were particularly useful. No Corundium, though.

Still, we have 42 of our 99 Munchers mining a 90% Corundium source right now, so it's not as if we're in a Corundium crisis.
 
  • 1Like
Reactions:
With the new Armor techs finished, and with the combat experience gained from our fighting in the DX Cancri system, we have designed some new Ground Units.

Our base unit is now the 25,000-ton Brigade (instead of a 5,000-ton Battalion), and three of these Brigades plus a Division HQ make up a Division.

Mobile Infantry Brigade:
out_there_183.jpg


Infantry Division HQ:
out_there_184.jpg


Armored Brigade:
out_there_185.jpg


Armored Division HQ:
out_there_186.jpg
 
  • 2Like
Reactions:
Our Military shipyards are mostly tied up refitting our fleet up to Internal Confinement Fusion Engine standard. Our Civilian shipyards are still building Orbital Mining Platforms... now up to one hundred and eleven of them, the equivalent of 2,220 robot mines.

out_there_187.jpg
 
Since our advanced bases at the colonies are beginning to come into service, I have dispatched six of our twelve scout ships to refuel at DX Cancri and then fan out to explore the nearby star systems. Culise will be pleased to see some action again.
 
New ground formations look good. One thing to check is the required ranks, and it might be time for a discreet renaming of ranks while waving our hands furiously. a MAJ is probably not who we want commanding our brigades, flavor-wise, but the point of using 25,000-ton base formations is to stretch limited leadership as far as it can go so we have to anticipate our level-1 ground commanders leading those brigades.
 
One of our scouts has found a class-0 world (actually class 0.03, but close enough).

out_there_188.jpg
 
  • 2Like
  • 1
Reactions: