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Veloxyll
May 3, 2011

Fuck you say?!

Sad King Billy posted:

I did have the problem that my shipping lines were building too many colony ships and my Mars colony was overcrowding. hopefully setting Earth's population to stable and putting out contracts for mines and facilities will boost freighter production?

You can also obsolete your colony ships if you have enpugh. Then they can't build any more. I gave it 720 days while I went out. I come back and my yards have all spammed the light freighter design. Not QUITE what I intended XD

Another problem I'm starting to have on Mars now I'm re-engineering my peoples - they're running out of workers on the Human side. Is there any way to combine the populations for worker harmonisation? Or relocate facilities to the other colony? Specifically finance centres and Civilian starports since the other stuff I can move through Civ/Ind contracts.

Hahaha. I just realised my medium freighter didn't have any fuel tanks. So it was either my <10k tonner, or my 200k tonner! WHOOPS

Veloxyll fucked around with this message at 08:25 on Apr 24, 2012

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ArchangeI
Jul 15, 2010

Veloxyll posted:

You can also obsolete your colony ships if you have enpugh. Then they can't build any more. I gave it 720 days while I went out. I come back and my yards have all spammed the light freighter design. Not QUITE what I intended XD

Another problem I'm starting to have on Mars now I'm re-engineering my peoples - they're running out of workers on the Human side. Is there any way to combine the populations for worker harmonisation? Or relocate facilities to the other colony? Specifically finance centres and Civilian starports since the other stuff I can move through Civ/Ind contracts.

Hahaha. I just realised my medium freighter didn't have any fuel tanks. So it was either my <10k tonner, or my 200k tonner! WHOOPS

Check Space Master Mode.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

Veloxyll posted:

You can also obsolete your colony ships if you have enpugh. Then they can't build any more. I gave it 720 days while I went out. I come back and my yards have all spammed the light freighter design. Not QUITE what I intended XD

Another problem I'm starting to have on Mars now I'm re-engineering my peoples - they're running out of workers on the Human side. Is there any way to combine the populations for worker harmonisation? Or relocate facilities to the other colony? Specifically finance centres and Civilian starports since the other stuff I can move through Civ/Ind contracts.

Hahaha. I just realised my medium freighter didn't have any fuel tanks. So it was either my <10k tonner, or my 200k tonner! WHOOPS

Populations from different species can not be combined. If you'v used genetic engineering on your own species, the genetically modified species counts as a completely foreign species as far as the game is concerned.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
Task Groups, Part II: Escort, Default, and Conditional Orders & History, Officers, and Miscellaneous


The second tab of the Task Groups screen allows setting default and conditional orders, as well as setting TGs to escort or protect other TGs.



Protect Threat Axis allows you to set the current TG to escort another TG. Note that all this does is set it to follow (or precede) some other TG while it moves (i.e., it doesn't set it to automatically intercept missiles or attack hostiles). The threat axis is a line between the designated threat and the designated protected TG. This functionality can be useful for deploying point-defense ships in advance of vulnerable ships, or to place scouting elements far ahead or to the side of the main group.

Threat is the designated far endpoint of the threat axis. It can be set to the destination that the protected TG is heading toward, or to any passive or active contact.

Task Group is the near endpoint of the threat axis. It is the TG that the selected TG will be protecting. It can be set to any TG in the same system as the

Distance is the distance the selected TG will establish itself from the protected TG. It can be set to various values between 10,000 km and 100 million km.

Offset Bearing is how far to the right or left of the threat axis the selected TG will establish itself. If you imagine a circle centered on the protected TG with a radius equal to the Distance setting, the Offset Bearing sets the position of the selected TG around that circle. It can be set to any value between 0 and 180 degrees clockwise and 0 to 175 degrees anti-clockwise (counter-clockwise for Americans like me). 180 degrees clockwise is directly behind the protected TG along the threat axis.

If the selected TG has its escort orders set up and is set to have the protected TG as its superior formation, the Save Escorts button saves this information to the DB. The escorting TG can then be recalled and deployed at will.




Default Orders (if no other orders are set) allows you to specify what this TG should do if it has no other orders. The Primary order will be attempted first. If it is impossible, the Secondary will be attempted. If neither is possible and the TG has no orders, an event will be raised. Note that these orders lists are not filtered by the capabilities of the TG.

Possible Default Orders
  • Geological Survey Orders
    • Survey Nearest Asteroid
    • Survey Nearest Moon
    • Survey Nearest Planet
    • Survey Nearest Planet or Moon
    • Survey Nearest Body (includes all the above)
    • Survey Next Five System Bodies
  • Gravitational Survey Orders
    • Survey Nearest Survey Location
    • Survey Next Three System Locations
    • Build Jump Gate at Nearest Jump Point
  • Logistics Orders
    • Load Colonists at 25+m pop (max 4 jumps)
    • Load Colonists at Capital (max 4 jumps)
    • Unload Colonists at <25m pop within 4 jumps
    • Unload Passengers within 4 jumps
    • Pickup automated mine from colony
    • Deliver automated mine to mining colony (a colony with nothing but automated mines)
    • Move to Nearest Trade Location (mostly for civilian ships, since state-owned ships can't trade)
    • Move to Mineral Source
  • Misc Orders
    • Move to Entry Jump Point (i.e. the jump point that the TG used to enter the system)
    • Refuel in Current System
    • Follow Higher Fleet in System (i.e., its Superior Formation)




Conditional Order A/B (act on order if condition is met) allows you to set orders that will happen if some trigger condition is met. You can set two of these conditions and an order to execute if the condition is triggered. Condition A triggers Order A, and Condition B triggers Order B.

Possible Conditions
  • Fuel less than 50%/40%/30%/20%/10%
  • Fuel tanks full
  • Parent fleet (TG) in system
  • Sub-fleets (TGs) in same location
  • Current speed not equal to Max
  • Supply points less than 20%/10%
  • Hostile Active Ship Contact in System

Possible Conditional Orders
  • Unload 90% Fuel at Colony within 4 Jumps
  • Unload Fuel at Colony and Move to Sorium Gas Giant
  • Join Parent Fleet if in System
  • Refuel at Colony within 4 Jumps
  • Refuel at Nearest Tank (10%+ fuel) within 4 Jumps
  • Refuel at Colony or Tanker within 4 Jumps
  • Resupply at Colony within 4 Jumps
  • Resupply at Supply Ship (10%+ supplies) within 4 Jumps
  • Resupply at Colony or Supply Ship within 4 Jumps
  • Activate Shields
  • Deactivate Shields
  • Clear Order List (this will raise an event that the TG has completed its orders)
  • Incorporate sub-fleets (TGs) in Same Location
  • Change to Maximum Speed
  • Active Sensors On
  • Overhaul at Colony within 4 Jumps




Start Task Force Training makes the TG begin task force training maneuvers, which will begin to increase its TF Training rating. TF Training will be covered in a later update. If the TG is already on training maneuvers, this button will read Stop Task Force Training.



These controls allow for manipulation of Task Groups.

Combine with other Task Group allows you to merge two Task Groups. The dropdown only lists TGs that are in the same location as the selected TG. Save finalizes the operation.

Transfer Fleet (TG) to Alien Empire gives all ships in the TG to the designated Empire when Transfer is clicked. If the Include Commanders box is ticked, the commanders become citizens of the foreign empire as well.

Superior Formation lists the superior TG to this one (if it was split off from a TG using the various buttons at the bottom). You can also set the superior formation manually by selecting a TG from the dropdown and pressing Save.

Subordinate Formations lists all TGs which have the currently selected TG listed as a Superior Formation.




This control allows ships to be moved between TGs. The left pane lists the current TG and its ships. The right pane has a dropdown at the top that includes all TGs located at the same place as the selected TG. Selecting one or more (multiple ships can be selected by Ctrl+clicking) ships in either pane and then pressing one of the transfer arros buttons moves the ships in the indicated direction.

Split TG splits all the selected ships in the left pane out into their own TG, located in the same place as the currently selected TG.

Divide TG keeps the selected ships in the TG, and every other ship is placed into its own individual TG, and set as a subordinate TG of the selected TG.

SM Mode turns on SM Mode, which allows using this control to move ships between TGs that are not located in the same place. Very dangerous.

Note that using this control to move all the ships out of one TG will leave the empty existing. If you want to move all the ships from one TG to another, use the Combine with other Task Group button instead, which will combine them and delete the empty TG.




This tab contains information and utilities for the selected TG. The leftmost pane is the TG's history, including how it was created, what tasks it has performed, and more.

Senior Officer in System lists the most senior naval commander in the same solar system as the TG. Task Force Commander lists the commander of the Task Force this TG is assigned to. Officers within Task Group lists any teams the TG has embarked, as well as the COs of all ships in the TG.

Set Task Group Position (SM Only) allows the SM to change the location of the TG. Useful if you mess up your default shipyard TG and need to create a new one and put it where the shipyard is. Of limited legitimate use otherwise. The first dropdown contains star systems, the second contains all the bodies within that system. The No Asteroids box, when ticked, removes asteroids from the second dropdown. Capital moves the TG to the racial capital, and Save finalizes the transfer.

Average Fleet Training shows the average Task Force training for the TG. Total Fleet Mass (tons) lists just that.

Synchronized Fire On/Off turns synch fire (as described in the Combat Overview update) on or off for all ships in the TG.

The greyed out checkbox on the bottom, SM Only: Select Real Star Destination for Unexplored brings up a dialog, when using a real stars game and a TG enters an unexplored jump point, that allows the SM to select where the connection leads. We won't be using it.


Still to come: the Naval Organization update. Perhaps a one or two month time advancement as well if I have time tonight.

:siren: Only one hour left to declare interest in the Policy Maker position left vacant by Ex-Councilor Triskelli. Currently the only candidate is DagPenge.

bgreman fucked around with this message at 21:12 on Apr 24, 2012

Veloxyll
May 3, 2011

Fuck you say?!

ArchangeI posted:

Check Space Master Mode.

The game presented another solution. ie when the population of humans dropped below 25m, it became a destination world again with predictable results. For bonus points, since I can order resources shipped to engineered populations independantly, I sent a second load of terraformers and could shift two gasses at once!

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
:siren: The candidacy period for the policy maker position is over. Since no one ran against him, DagPenge is the newest member of the UNEC.

His in-game commander will be renamed using the auto-rename function and moved to below the last goon commander, since policy makers can't also have in-game characters. The next goon will inherit this commander.

From: UN Department of Transportation
To: Councillor DagPenge, Head of UN DoT
Re: Commercial Ship Designs


Sir, first allow us to congratulate you on ascending to this post. It will be a pleasure to work with you.

Please review the following three submitted ship designs. Keep in mind that the shipyard available to us, the International Space Station, has a maximum capacity of 10,000 tonnes. It is currently tooled to produce the obsolete York-class freighters. In addition to each ship design, we'll include the retooling cost and estimated retooling completion date.

code:
CT-30 class Colony Ship    10,000 tons     138 Crew     462.5 BP      TCS 200  TH 62  EM 0
310 km/s     Armour 1-41     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 29    Max Repair 16 MSP
Colonists 30000    Cargo Handling Multiplier 30    

General Electric C62500E10 Nuclear Thermal Engine (1)    Power 62.5    Fuel Use 10%    Signature 62.5    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 90.0 billion km   (3360 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Unit Cost: €462.5 million, 180.5 tonnes Duranium, 5 tonnes Corbomite, 265 tonnes Mercassium, 12 tonnes Gallicite
Retool Cost: €346.9 million, 173 tonnes Duranium, 173 Neutronium, ETA 30th January 2028
code:
Galicia class Passenger Cruiser    9,400 tons     303 Crew     347.5 BP      TCS 188  TH 188  EM 0
1000 km/s     Armour 1-39     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 23    Max Repair 16 MSP
Passengers 500    

General Electric C62500E10 Nuclear Thermal Engine (3)    Power 62.5    Fuel Use 10%    Signature 62.5    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 95.7 billion km   (1108 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Unit Cost: €347.5 million, 136.5 tonnes Duranium, 5 tonnes Corbomite, 170 tonnes Mercassium, 36 tonnes Gallicite
Retool Cost: €250.3 million, 125 tonnes Duranium, 125 tonnes Neutronium ETA 5th September 2027
code:
York II class Freighter    9,550 tons     123 Crew     163 BP      TCS 191  TH 188  EM 0
984 km/s     Armour 1-40     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 11    Max Repair 16 MSP
Cargo 5000    Cargo Handling Multiplier 10    

General Electric C62500E10 Nuclear Thermal Engine (3)    Power 62.5    Fuel Use 10%    Signature 62.5    Armour 0    Exp 1%
Fuel Capacity 50,000 Litres    Range 94.2 billion km   (1108 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
Unit Cost: €163 million, 102 tonnes Duranium, 5 tonnes Corbomite, 20 tonnes Mercassium, 36 tonnes Gallicite
Retool Cost: €78.8 million, 39 tonnes Duranium, 39 tonnes Neutronium, EAT 18th December 2026

Raw_Beef
Jul 2, 2004

We know what you been up to and my advice on that little venture is to pack it in. It won't work. It will all end in tears.
May i be officially added as a Naval Intel Commander? any way i can get a spot on our upcoming espionage team?

Also any new updates in space today?

As for these ships, they seem to be suited for colonizing goals. Our latest strategic directive is to focus on troop transport capabilities. I know we lack the tech but are we even researching transport bays? has the high command layed out a roadmap for achieving our strategic goal of military engineers followed by support units, asap?

I'm just a lowly intel officer, but i want to help the council acheive our goals just like every good member of the UNSPACY.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

Raw_Beef posted:

May i be officially added as a Naval Intel Commander? any way i can get a spot on our upcoming espionage team?

Also any new updates in space today?

As for these ships, they seem to be suited for colonizing goals. Our latest strategic directive is to focus on troop transport capabilities. I know we lack the tech but are we even researching transport bays? has the high command layed out a roadmap for achieving our strategic goal of military engineers followed by support units, asap?

I'm just a lowly intel officer, but i want to help the council acheive our goals just like every good member of the UNSPACY.

You have been added as this guy. In-game goons are assigned the first available person of their preferred type. If your in-game character spontaneously develops an espionage bonus, you'll be eligible for an espionage team.

I'll try to put out an update later today, but I don't want to keep advancing time without firm plans for the shipyards, so you aren't wasting available resources. Triskelli dropping out slowed things down a little, but hopefully DagPenge can get us going again.

My last time advancement update contains a research overview at the end (as do all the updates). Troop transport bays are being researched.

The UNEC has posted regular updates about their future plans throughout the thread.

Farecoal
Oct 15, 2011

There he go
I have a question that may kind of spoilery, but are alien races randomly generated, or they selected from a list? Also, do I have to wait for you to ask for input from me to give a command?

Raw_Beef
Jul 2, 2004

We know what you been up to and my advice on that little venture is to pack it in. It won't work. It will all end in tears.
Thanks for the reply bgerman. I have read every post in the thread, i just cant rember them by the next evening;s forums time.
i wanted to have some kind of advisory role in understanding our soviet* friend's intentions and what they might be up to. Something that allows some more role play participation like Commander Spermcube has done with his exellent ground unit future wargaming and design program.

Right now gentelmen, we are losing the space race, and anyone not scared by this fact needs to show me why they arent.

Also i read almost the entire AAR of Space NATO vs Space Soviet union by Steve on the aurora forums, i have a good theoretical grasp of what kind of weapons systems work and how to employthem.

i dont think the game itself can run on my puny netbook, or id be giving scenario engagements a try if thats at all possible.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

Farecoal posted:

I have a question that may kind of spoilery, but are alien races randomly generated, or they selected from a list? Also, do I have to wait for you to ask for input from me to give a command?

They are randomly generated, but their overall AI strategy is picked from a list, and their ship designs are semi-pre-generated (they are templates that the empire updates based on its tech).

You don't have to wait to give a command. I incorporate all commands and orders into the next time increment, so you can give as many contradictory commands as you want. I'll always use the last one, or ask for clarification if I need it.

Raw_Beef posted:

Thanks for the reply bgerman. I have read every post in the thread, i just cant rember them by the next evening;s forums time.
i wanted to have some kind of advisory role in understanding our soviet* friend's intentions and what they might be up to. Something that allows some more role play participation like Commander Spermcube has done with his exellent ground unit future wargaming and design program.

Right now gentelmen, we are losing the space race, and anyone not scared by this fact needs to show me why they arent.

Also i read almost the entire AAR of Space NATO vs Space Soviet union by Steve on the aurora forums, i have a good theoretical grasp of what kind of weapons systems work and how to employthem.

i dont think the game itself can run on my puny netbook, or id be giving scenario engagements a try if thats at all possible.

All players are free (indeed, encouraged!) to submit their views, inputs, and ideas to the thread at large. If nothing else, it presents multiple strategies to the actual policy makers. Frankly, I find the various ideas you guys are throwing about fascinating, because it allows me to approach the game in a new way. Part of what's great about this game is that there are multiple viable ways to play, especially if you've got a human opponent so you can't game the rudimentary AI.

As for "scenario engagements," you can do that with SpaceMaster mode, though it is time consuming, since you have to Instant all the research, design the components, design the ships, and then add them to the empires, and play both of them yourself.

bgreman fucked around with this message at 04:13 on Apr 25, 2012

Raw_Beef
Jul 2, 2004

We know what you been up to and my advice on that little venture is to pack it in. It won't work. It will all end in tears.
Id like to note that in the offical AAR, the NATO strategy was to essentially abandon earth (leave the earth to satan and his slaves, into the void, anyone?)

White this makes good strategic sense, i think Steve was making it impossibly easy. He hand waived the concept of earth first types losing out to new frontier political forces, and old NATO litterally shipped the last western nations off the face of the earth.

id like to think our government is loyal to Terra. We of course want to spread our eggs about, but even with several long term strategies to deal with our competitors, the concept of leaving Earth for the commies just doesnt sit right.

Id sugest a Detente and arms balance for the indefinate future. To ensure peace is to prepare for war though.

Im hoping once hostile alien life is encountered we can establish some kind of co-dominium for the good of mankind, as we are weakened when facing single government races.

Some of which are terrifying.

Ynkling
Mar 22, 2012

For these reasons I vote for granting UN membership to our moon.
FROM: Ynkling, Dept. of R&D
TO: UNEC, Admin. Farecoal
A Few Things


First of all, I'm sure I speak for the rest of the Council when I say welcome to the Club, Mr. DagPenge. I'm sure you have a lot of questions, and I'll answer the most important ones right now: 1. We do not, in fact, keep alien hookers on retainer. 2. If you'll look under your seat you'll note that it rests on a very large compressed spring assembly. Do NOT UNDER ANY CIRCUMSTANCES touch the red button on the arm-rest. I suggest you sit very still and refrain from sudden movements. It's what I do and I'm not a splatter mark on the ceiling yet. 3. No I don't know why our chairs are spring-loaded, stop asking. 4. Shut up about the chairs!

Mr. DagPenge, I suggest we reconfigure our ISS shipyard for, and then order the completion of, York II freighters to extend our reach beyond the occasional Mars-Earth trip, and then release the blueprints for the Galicia and CT-30 to the civilian sector.

I furthermore urge Industrial Command (or Mr. Farecoal) that we amendment our TNE conventional industrial conversion plan slightly.

Veloxyll
May 3, 2011

Fuck you say?!

Raw_Beef posted:

Thanks for the reply bgerman. I have read every post in the thread, i just cant rember them by the next evening;s forums time.
i wanted to have some kind of advisory role in understanding our soviet* friend's intentions and what they might be up to. Something that allows some more role play participation like Commander Spermcube has done with his exellent ground unit future wargaming and design program.

Right now gentelmen, we are losing the space race, and anyone not scared by this fact needs to show me why they arent.

Also i read almost the entire AAR of Space NATO vs Space Soviet union by Steve on the aurora forums, i have a good theoretical grasp of what kind of weapons systems work and how to employthem.

i dont think the game itself can run on my puny netbook, or id be giving scenario engagements a try if thats at all possible.

You might be surprised. Though with something like 300 freighters kicking around, the turns take a while to happen even on my proper computer. We're a while off large scale spacenaval combat. And neither side can successfully invade the other at this point, so it's mostly planning at this point. Whether that's planning to establish a 100km high planetary blockade or what, I dunno

remember if that's the plan, we need Anti-missile weapons to negate the most logical counter-tactic. Of course we can put such a blockade higher to make it safe from laser/meson fire and force them to engage us with their own fleet. And their ICBM silos can't target our fleet at this point anyhow, since they were designed to hit planetary targets

Farecoal
Oct 15, 2011

There he go

Ynkling posted:

FROM: Ynkling, Dept. of R&D
TO: UNEC, Admin. Farecoal
A Few Things


I furthermore urge Industrial Command (or Mr. Farecoal) that we amendment our TNE conventional industrial conversion plan slightly.

FROM: UNCA, Admin. Farecoal
TO: Yin Ynkling, Dept. of R&BD
RE: A Few Things


Do 50 instead of 25 and you have deal, Mr. Suit Guy. You hear that, God/Bgreman? :krad:

Note to self: Set up Department of R&B

Farecoal fucked around with this message at 18:39 on Apr 25, 2012

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia

Farecoal posted:

FROM: UNCA, Admin. Farecoal
TO: Yin Ynkling, Dept. of R&BD
RE: A Few Things


Do 50 instead of 25 and you have deal, Mr. Suit Guy. You hear that, God/Bgreman? :krad:

From: U.N Industrial Command

Agreed, while we might be over producing for ourselves right now, it can' hurt to prop for future fleet use.

SPERMCUBE.ORG
Nov 3, 2011

Space commies are th' biggest threat t' red-blooded American Freedom we got in th' future. So me and my boys got to talking over a few hot dogs the other day and this is what we came up with...

Raw_Beef posted:

As for these ships, they seem to be suited for colonizing goals. Our latest strategic directive is to focus on troop transport capabilities. I know we lack the tech but are we even researching transport bays? has the high command layed out a roadmap for achieving our strategic goal of military engineers followed by support units, asap?


FROM: The Tank of SPERMCUBE.ORG
CO of the 66th LTA "Battlefield Zamboni Division"
TO: Commander Raw_Beef


It appears the rough idea is to hammer out some designs for troop bays (a big metal box come on guys it's not that hard) first and then to work out the specifics of engineer brigades (I assume this means their uniforms and epaulettes and stuff 'cause TNEs didn't change shovels and HOOAH! Bars much) while the transport ship itself is under construction. Theoretically doing it in this order saves us a few months. In practice it will not save us any time because nobody seems too eager to realize that a troop transport that can carry an engineer brigade is monster truck huge.

So in the end we'll be sitting around with our thumbs up our asses waiting for the ISS shipyard to finish expansion while the commies get to sit around with their thumbs up their asses waiting for their engineers to dig up a weird alien mummy or something. If at all possible I would like to keep the reds from sticking their thumbs up our asses too. That's why I need your help convincing our policy makers to order the immediate expansion of the ISS and, God willing, we'll be the ones sticking our thumbs up other people's asses.

Ynkling
Mar 22, 2012

For these reasons I vote for granting UN membership to our moon.

SPERMCUBE.ORG posted:

:butt:'s and :thumbsup:'s.

Can a shipyard be expanded while one of its slipways is being occupied? I looked at the three classes that we can retool the ISS for and thought that the York II would be the most useful, especially if we can make one while preparing for the troop transport.

SPERMCUBE.ORG
Nov 3, 2011

Space commies are th' biggest threat t' red-blooded American Freedom we got in th' future. So me and my boys got to talking over a few hot dogs the other day and this is what we came up with...

Ynkling posted:

Can a shipyard be expanded while one of its slipways is being occupied? I looked at the three classes that we can retool the ISS for and thought that the York II would be the most useful, especially if we can make one while preparing for the troop transport.

Expansion and retooling and adding slipways are all actions that a shipyard kind of performs to itself. Shipbuilding is distinct from that so you can be building a ship while the yard is expanding or retooling for another class. But I don't think you can expand and retool at the same time.

Veloxyll
May 3, 2011

Fuck you say?!

SPERMCUBE.ORG posted:

Expansion and retooling and adding slipways are all actions that a shipyard kind of performs to itself. Shipbuilding is distinct from that so you can be building a ship while the yard is expanding or retooling for another class. But I don't think you can expand and retool at the same time.

Yup - the shipyard activity (Expanding, retooling) is independent of the Slipway activity (building/scrapping/refitting vessels). So once the ISS is retooled for York IIs, we can immediately order it to expand capacity.

In later game news - is there any way to move prefab PDCs around? In my current game I figured I'd make some terraforming PDCs to drop on Venus and leave for 100 years till they're done but I can't figure out how to move the pre-fab components from the stockpile on Earth over to Venus. Neither my freighters nor troopships have the capability. Do I need to do something ridiculous like assemble them on Earth, then use a Tug to pull them to Venus?

Saros
Dec 29, 2009

Its almost like we're a Bureaucracy, in space!

I set sail for the Planet of Lab Requisitions!!

You need industry to assemble PDC's anyway so its only worth shipping them to established colonies. Just build terraforming installations and send them to Venus with enough infrastructure to support the required population. Alternatively a 60K Ton freighter can fit two Terraforming modules and I find it's way less hassle to just build terraforming ships and park them in orbit.

You should be able to load PDC components anyway from the task force orders screen so I dunno why its not working for you.

Veloxyll
May 3, 2011

Fuck you say?!

Saros posted:

You need industry to assemble PDC's anyway so its only worth shipping them to established colonies. Just build terraforming installations and send them to Venus with enough infrastructure to support the required population. Alternatively a 60K Ton freighter can fit two Terraforming modules and I find it's way less hassle to just build terraforming ships and park them in orbit.

You should be able to load PDC components anyway from the task force orders screen so I dunno why its not working for you.

Or I could send engineering teams to assemble them from the components, then ship them off again.

Also the infrastructure to support the pop is a LOT. In a previous game I had 30 million people on Venus and they still couldn't man the terraformers. Given how long Venus takes to terraform (it's 100 atmospheres to burn off) a small permenant base would've been easier. Oh well, back to spamming Terraformer ships!

Maybe it's cargo space or something. I dunno. Got a few superfreighters coming out to do my lifting work. 250k T ships that go 2000 km/s.

Veloxyll fucked around with this message at 08:24 on Apr 25, 2012

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!
From: Councillor DagPenge, Head of UN DoT
To: Everybody

First off let me tell you how happy I am to be Councillor, I will do my very best to make sure that we'll out haul and out produce those commies by using our civilian sector, since that is what we are best at!

I am however a bid disapointed that we didn't have an election for this post, I am happy to get it, but I think we should be more aware of our democratic roots, there must be others out there who wanted this post.

Anyway here is to a good 2027

From: Councillor DagPenge, Head of UN DoT
To: UNEC
CC: Everybody

I am sorry for being a bid confused right now, but I hope you can help me, you see I am somewhat unsure what the goals of the UN are right now and how my department can help.
I think we are supposted to get some troops to Mars, which requires a troop transport bay to be researched, this bay is scheduled to be ready the 10th febuary next year.
Do we need anything else to start shipping troops to Mars?
How big will the proposed troop transport be? Do we need to expand the ISS?

Since the ISS is just sitting idle right now, it could be nice if we could retool the ISS, build a York II and still be ready in time to build the troop transport. So how long does the retooling take and whats the build time of a York II?

My initial plan, if it's possible, is to build a York II, expand the ISS if we need that to build the troop transport and start retooling for the troop transport as soon as possible. Basicly lets keep our shipyards as busy as we can, we are not commies and therefore cannot afford to sit around on our asses.

What about the civilians, is there any reason not to obsolete the York and make the other civilian designs availiable to them?

Veloxyll
May 3, 2011

Fuck you say?!

From: CMDR Veloxyll
To: Councillor DagPenge
Re: Shipyard capacity


A quick check suggests we'll need about 16000 or 17000 tonnes of capacity to make a troop transport to carry our engineers. Recommend setting the ISS to continual expansion once it's retooled for York IIs. Other designs look okay, I see no reason for us not to release them to the civil sector. Also recommend we set up some small infrastructure contracts for shipping to Luna and Mars.

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!
I did edit this post, because it seemed silly to double post, be aware of this if you read it just after I posted

From: Councillor DagPenge, Head of UN DoT
To: UNEC
CC: Everybody

Okay so we need to expand ISS to build the troop transport, now thats settled we need to figure if we really want to build a York II as the next ship.

As far as I am aware we have the following assets out in space right now:
1 pre-TN engine York (goverment owned)
1 pre-TN engine York (private owned)??
Some infrastructure on the moon
Some people on Mars digging in ruins?? or are they just on their way?

The private owned York should be shipping what limited infrastructure we have to the moon or atleast I am under the impression that we have already made that contract.
So the question is, do we need another faster York? do we have the production to keep it shipping infrastructure and other stuff around? Otherwise it might be better to build a colony ship and get some people on the moon.
I know it's not our main objective, but we'll get a propaganda victory over the commies and we can still use the ship to ferry people to Mars once thats operational. Once the troop transport is build, we can then retool ISS to the York II or maybe even refit the York we have to the newer model, if that is possible.

The goal is to use the time we have most effective and I have the feeling that our current slow Yorks can easy move the limited infrastructure we have around, even though it's slow. Also lets only approve the York II for civilian use and hope they use the money they get from shipping stuff to the moon to build one, that way we can effetively build 2 ships at once, even though we cannot directly control the civilian ones. then once the first is build or we get ready to build once, we can then make the other designs availiable.

What do you say, should we build a colony ship first instead?
Also I'll start appending the current and new orders to the buttom of my emails, that way it should be easy to figure what my department is doing. Unless of course you have a better idea.

Does this make sense or am I missing something?


NOTICE THIS TIME IT'S JUST SUGGESTED ORDERS, DO NOT CARRY THESE OUT!

1. Make sure there is a contract to ship infrastructure to the moon
2. Retool the ISS to build the CT-30 colony ship and then get the ISS to expand it's slipway
3. Build a CT-30 class colony ship and move people to the moon
4. Get designs for the troop transport once the tech is ready and then retool the ISS when possible
5. Approve the new civilian York II design and make sure the old York isn't build anymore
6. Upgrade the old York to a York II if possible once the troop transport is done

DagPenge fucked around with this message at 10:17 on Apr 25, 2012

Veloxyll
May 3, 2011

Fuck you say?!

Eventually civilians should build colony ships as well as freighters, so afaik it's not mandatory to build a colony ship of our own.
Not to say we can't, it can be handy for getting people to specific colonies, just that we don't HAVE to. And given, if we plan to move an engineering division to Mars, we are going to need more shipyard capacity, more trade vessels may not be in our best interests, since the plan is to rely on the commercial sector for those primarily as I understand

And if the shipyard can build York IIs, then we can refit our York to a York II.

How shipyards work is they get tooled for a class, and can build that vessel, plus can potentially build similar designs without retooling. Whether the York and York II are similar enough for a refit to be possible, I cannot say.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

Farecoal posted:

FROM: UNCA, Admin. Farecoal
TO: Yin Ynkling, Dept. of R&BD
RE: A Few Things


Do 50 instead of 25 and you have deal, Mr. Suit Guy. You hear that, God/Bgreman? :krad:

Done. Orders have been adjusted so that a total of 50 refineries will be produced. The extra 200 conventional industry to convert has been added to the mine production order.

Veloxyll posted:

Eventually civilians should build colony ships as well as freighters, so afaik it's not mandatory to build a colony ship of our own.
Not to say we can't, it can be handy for getting people to specific colonies, just that we don't HAVE to. And given, if we plan to move an engineering division to Mars, we are going to need more shipyard capacity, more trade vessels may not be in our best interests, since the plan is to rely on the commercial sector for those primarily as I understand

And if the shipyard can build York IIs, then we can refit our York to a York II.

How shipyards work is they get tooled for a class, and can build that vessel, plus can potentially build similar designs without retooling. Whether the York and York II are similar enough for a refit to be possible, I cannot say.

Any ship class can always be refitted to another ship class, given enough resources. If you are asking whether a yard tooled for a York-class can also build the York II-class, the answer is no.

To turn the USMS York into a York II, the ISS would need to be able to construct the York II-class.

:siren: Incidentally, I just went through the classes, and the York II is listed as an additional eligible class if a yard is tooled for the Galicia-class passenger liner. This means that if you decide to tool for the Galicia, you can build York IIs at the same yard without retooling. This means that a yard tooled for the Galicia could be used to refit the USMS York into a York II.

Of course, this is all presuming the classes are accepted as designed. DagPenge, are you signing off on these designs (so I can lock them and open them up to the civilians)? Are you sticking with York II and CT-30 as the designations for these classes?

DagPenge posted:

As far as I am aware we have the following assets out in space right now:
1 pre-TN engine York (goverment owned)
1 pre-TN engine York (private owned)??
Some infrastructure on the moon
Some people on Mars digging in ruins?? or are they just on their way?

The goal is to use the time we have most effective and I have the feeling that our current slow Yorks can easy move the limited infrastructure we have around, even though it's slow. Also lets only approve the York II for civilian use and hope they use the money they get from shipping stuff to the moon to build one, that way we can effetively build 2 ships at once, even though we cannot directly control the civilian ones. then once the first is build or we get ready to build once, we can then make the other designs availiable.


NOTICE THIS TIME IT'S JUST SUGGESTED ORDERS, DO NOT CARRY THESE OUT!

1. Make sure there is a contract to ship infrastructure to the moon
2. Retool the ISS to build the CT-30 colony ship and then get the ISS to expand it's slipway
3. Build a CT-30 class colony ship and move people to the moon
4. Get designs for the troop transport once the tech is ready and then retool the ISS when possible
5. Approve the new civilian York II design and make sure the old York isn't build anymore
6. Upgrade the old York to a York II if possible once the troop transport is done


I will set the USMS York to head back to earth and resume transporting infrastructure between Earth and Tranquility. The contract is already set and the McKiernan York-class freighter is heading back to the Earth system to begin hauling.

The old York class has already been set to obsolete, so the civs shouldn't build any more of them.

Base build times are:

  • York II class: 198 days
  • Galicia class: 425 days
  • CT-30 class: 554 days

These times can be improved if we use our industry to pre-fabricate some of the ship components (engines, cargo bays, cryo transport bays, etc).

bgreman fucked around with this message at 15:45 on Apr 25, 2012

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!
Before I submit my orders I would like to know the retooling time of the York II and CT-30 colony ship if possible.
If you do not see this request I'll still submit my orders within a few hours, so we can get on with it.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

DagPenge posted:

Before I submit my orders I would like to know the retooling time of the York II and CT-30 colony ship if possible.
If you do not see this request I'll still submit my orders within a few hours, so we can get on with it.

This post has the ETAs for retooling for each of the classes inside the class description. Today's date in-game is 20th August 2026.

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!
From: Councillor DagPenge, Head of UN DoT
To: UNEC
CC: Everybody


Okay I've been doing some math on this and if it's somewhat correct we should be able to calculate the most optimum approch.

First off shipyard expansion, as far as I can see on the page containing shipyard details, it takes about 4 months to add 500 tons capacity, atleast it says so on the picture.
Since the worst case for us is that we need a 17000 ton slipway, thats 14*4 months or 5,8 years, that is the earliest time we can build a troop transport and thats if we do not retool the shipyard first!
If we retool to a York II, then we can add about 6 months to that, however we will be able to build 10 York IIs if we build them none stop.

Is this correct? does it really take that long to expand a shipyard?

Anyway to keep this going I can atleast give initial orders.


DoT standing orders:
1. Make sure there is a contract to ship infrastructure to the moon - done
2. Retool the ISS to build the York II and then get the ISS to expand it's slipway
4. Get designs for the troop transport once the tech is ready and then retool the ISS when possible
5. Approve the new civilian colony ship design (CT-30) and rename the class to Acendency
6. Make sure the old York isn't build anymore - done


This should be enough to keep us going atleast for 6 months, which will give me time to do more math.
Also can you expand a slipway and build another at the same time?

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

DagPenge posted:


First off shipyard expansion, as far as I can see on the page containing shipyard details, it takes about 4 months to add 500 tons capacity, atleast it says so on the picture.
Since the worst case for us is that we need a 17000 ton slipway, thats 14*4 months or 5,8 years, that is the earliest time we can build a troop transport and thats if we do not retool the shipyard first!
If we retool to a York II, then we can add about 6 months to that, however we will be able to build 10 York IIs if we build them none stop.

Is this correct? does it really take that long to expand a shipyard?


DoT standing orders:
1. Make sure there is a contract to ship infrastructure to the moon - done
2. Retool the ISS to build the York II and then get the ISS to expand it's slipway
4. Get designs for the troop transport once the tech is ready and then retool the ISS when possible
5. Approve the new civilian colony ship design (CT-30) and rename the class to Acendency
6. Make sure the old York isn't build anymore - done


This should be enough to keep us going atleast for 6 months, which will give me time to do more math.
Also can you expand a slipway and build another at the same time?

I think your calculations are a little off.

For a naval yard:

Naval Shipyard mod rate = shipbuilding rate x (1 + 0.5x(Shipyard capacity / 5000 tonnes - 1)). Hence, our naval yard has a rate of: 400 x (1 + 0.5x(2882 / 5000 - 1)) = 315.

For a commercial yard, the calculation is the same except the rate is based on one tenth of their capacity.

Commercial Shipyard mod rate = shipbuilding rate x (1 + 0.5x((shipyard capacity / 10) / 5000 - 1)). For the ISS: 400 x (1 + 0.5x(1000 / 5000 - 1)) = 240.

However, the BP costs to modify a commercial shipyard are only one tenth those listed for a naval shipyard. Each 500 tonnes of increased capacity costs a commercial shipyard only 12 BP. That means, at the current rate, each 500 tonnes of additional capacity takes (12 BP) / (240 BP / 360 days) = 18 days. Expanding to 17000 tonnes would take 252 days (except it will actually be shorter than that, since the modification rate will go up as the shipyard's capacity increases).

Looking at these equations, it is clear that there are two techs to increase our shipyard expansion efficiency: Shipyard Operations: 5% Time/Cost Saving and Shipbuild Rate.

You cannot expand and build a slipway simultaneously.

A key thing I think you guys have learned here is: Never leave your shipyards idle. They don't have to be building ships, but they should always be expanding or building slipways or something when they are not retooling for new designs.

bgreman fucked around with this message at 18:27 on Apr 25, 2012

Veloxyll
May 3, 2011

Fuck you say?!

Expanding takes progressively less time per +1000 tons as the expanded shipyard capacity helps expand it further (which is why I like continuous expansion, it makes the extra tonnage available as soon as it's built)

You can be building a ship and expanding/retooling/adding another slipway at the same time. All new slipways come out at the Yard's maximum size. Which does slow down capacity expansion as I understand it.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

Veloxyll posted:

You can be building a ship and expanding/retooling/adding another slipway at the same time. All new slipways come out at the Yard's maximum size. Which does slow down capacity expansion as I understand it.

It doesn't slow the rate of modification, but it makes the modification cost more, since the costs are per slipway. Since the rate of modification must be spread across the increased cost, the time to complete goes down.

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!

bgreman posted:

It doesn't slow the rate of modification, but it makes the modification cost more, since the costs are per slipway. Since the rate of modification must be spread across the increased cost, the time to complete goes down.

Thats even better since it fits nicely with the York IIs build time, I see no reason to modify my orders for the time being

SPERMCUBE.ORG
Nov 3, 2011

Space commies are th' biggest threat t' red-blooded American Freedom we got in th' future. So me and my boys got to talking over a few hot dogs the other day and this is what we came up with...
I got scared for a second with all the talk of building a CT-30 colony ship because it was never exactly intended to be built or operated by the government. Takes way too long to build. Leave it for the civilians to magic into existence. Speaking of which we may want a larger one in the near future when colonization efforts move into a higher gear.

FROM: The Tank of SPERMCUBE.ORG
CO of the 66th LTA "Battlefield Zamboni Division"
TO: Spacebook Contacts


Now that we have a pretty good idea of what we'll be doing with our commercial shipyard I thought it would be a good time to discuss what our naval shipyard could do too. I think it's about time to survey the outer system. I met a mysterious drifter who told me about this TNE divining rod he built out of mercassium and how it was pointing at Titan. Normally I give drifters the benefit of the doubt but that sounded kinda thin. I'm not so sure about all that divining rod stuff but he made a good point. Who knows what sort of wonders might be found in the vicinity of Uranus (heh.)

So I sketched this out on a napkin from Red Robin:

code:
Panner class Geosurvey Ship    1,050 tons     98 Crew     178 BP      TCS 21  TH 50  EM 0
2380 km/s     Armour 1-9     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
Maint Life 8.09 Years     MSP 106    AFR 8%    IFR 0.1%    1YR 3    5YR 43    Max Repair 100 MSP

Nuclear Thermal Engine E10 (2)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 85.7 billion km   (416 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
[I hit the random name button and it gave me "Hobbitripper." :cool: I almost decided to leave it in but it's disingenuous]

As you can see it's a much more capable design than our probes which can't even reliably reach Jupiter. And a survey of the outer system could give us something to rub in the faces of the reds. Not to mention Versailles Shipyard is doing basically nothing anyway.

Ceebees
Nov 2, 2011

I'm intentionally being as verbose as possible in negotiations for my own amusement.
I like the light survey ship design. Why don't we have Versailles make one and devote any excess capacity to expanding?

DagPenge
Jun 4, 2011

Looks like our civilians are fine, thank god for the capitalist spirit!

From: Councillor DagPenge, Head of UN DoT
To: UNEC; SPERMCUBE.ORG

As the head of the Department of Transportation, I agree that getting a geosurvey ship would be a great idea. It allows us to figure which planets we should head for after Mars and as SPERMCUBE.ORG says our military shipyard is not doing anything anyway and won't be building military ships for quite some time yet, I belive that we could easy build a Panner class ship before retooling to weapons.

Jimmy4400nav
Apr 1, 2011

Ambassador to Moonlandia
From U.N Industrial Command

We agree, this survey ship would be an ideal build, we supprot building it as soon as possible.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES
UN, 30th August 2026


The Prospector probes orbiting Venus lose reactor power and shut down. Elsewhere, CMDR Jaramr's intelligence clearance is increased, giving him one of the UN's highest security clearances.

UN, 20th September 2026


CMDR Ceebees undergoes a Federation familiarization session, increasing his ability to treat with Federation diplomats.

UN, 30th September 2026


A graduate from the UNSA Academy branch, specializing in defensive systems, joins the UNSA research establishment.
Note this means a new slot opens up for scientist characters.

UN, 15th October 2026


In mid-October, the McKiernan York-class freighter makes it back to Earth after its deep space shakedown cruise, and begins to ferry infrastructure to the Tranquility colony.

UN, 22nd October 2026


CMDR Jaramr continues his upward climb, receiving glowing reviews from a seminar course he teaches at the academy.

UN, 26th October 2026


Dr. Eumenides attends a symposium on advanced applications of TN technology in logistical systems.

UN, 26th October 2026


Another new graduate joins the UNIN officer corps, and CMDR Astus receives a commendation for his acumen at working with subordinates.

UN, 8th November 2026, 17:48 UTC




From: UNIN Intelligence Office
To: UNEC
Re: Federation Contacts


Sirs, at 8:15 UTC, a new thermal contact was registered in the suspected vicinity of one of the Federation's orbital shipyards. Its initial strength was 250, but soon dialed down to 204. Soon after the contact was detected, it set a course for Saturn, making 1500 km/s. It maintained this course for approximately 9.5 hours before it left the range of our DSTS moments ago. Intelligence has temporarily designated this class as Reka, pending CMDR Jaramr's official UN designation.

Its speed makes it obvious that the Federation has developed TNE propulsion technologies. It would appear they are keeping pace with us.

The blue circle around Earth in the screenshot is the range at which our passive DSTS is able to detect a signal strength of 201, so the 204 of the Reka would be detectable just a bit beyond that circle.

Industry


Mining


Shipyards


You can see the ISS has started re-tooling for the York II-class. I had already advanced this far before I checked the thread and saw the request for the survey ship. The ship has been designed but not locked, and no yard tooled for it. Councilor Lord Windy will need to finalize that decision. Since Versailles has never been tooled for a class, this retool will be free.

code:
Panner class Geological Survey Vessel    1,050 tons     98 Crew     178 BP      TCS 21  TH 50  EM 0
2380 km/s     Armour 1-9     Shields 0-0     Sensors 1/1/0/1     Damage Control Rating 1     PPV 0
Maint Life 8.09 Years     MSP 106    AFR 8%    IFR 0.1%    1YR 3    5YR 43    Max Repair 100 MSP

Pratt & Whitney 25000M-E100 Nuclear Thermal Engine (2)    Power 25    Fuel Use 100%    Signature 25    Armour 0    Exp 5%
Fuel Capacity 50,000 Litres    Range 85.7 billion km   (416 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes
Unit Costs: €178 million, 70 tonnes Duranium, 5 tonnes Corbomite, 10 tonnes Mercassium, 75 tonnes Uridium, 18 tonnes Gallicite
Base Build Time: 266 days
Retool Costs (Versailles Shipyard): €0, 0 minerals, ETA Immediately.
Research

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Ynkling
Mar 22, 2012

For these reasons I vote for granting UN membership to our moon.
FROM: Ynkling, Dept. of R&B
Research Directive Update: November 2026


Inform Dr. Magicboots that his vacation plans are canceled. He is to find a way to miniaturize the Nuclear Thermal engine (Nuclear Thermal Missile Drive: 1.25 per MSP) to fit in a missile chassis when his magazine ejection project finishes.

Given Dr. Slaan's familiarity with the subject, he is to take the project over when he finishes his Magazine Feed System. Assign him a total of 7 labs, and give the rest to Dr. Eumenides for his list of projects.


Sound good to everyone?

  • Locked thread