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Foxfire_
Nov 8, 2010

Genetic modification wasn't implemented in 1.11 and isn't in the 1.12 changes, so Human Genome Project is mostly mechanically useless I think. There's some ground unit stuff behind it and all the other research is unusable.

Research Personnel Proposal
- Viktor Sergeyev, as Most Redundant Scientist, is sent back to school to become a Sensors & Fire Control specialist
- Shurik Nikitin, as Scientist with Big Admin Rating but Not That Useful Field, is sent back to school to become a Construction & Production specialist
- Nadia Konovalova, as Scientist with Not-Immediately-Important Field, becomes Academy commandant to train & get more scientists

Complete Industry Conversion Proposal
3200 CI =>
- 1000 construction factories
- 1000 mines [10k tons / year of acc 1 minerals]
- 400 fuel refineries [20m liters / year, using 10000k tons of sorium/year, Earth sorium deposits tap out in 10years]
- 800 financial centre [$24000/year, cost to run 50 labs with worst possible scientist is $10000/year, at a 25% in-specialty it's double]
Missiles & Fighters wait till we actually want them and build from scratch instead of sitting idle

Votes
Research: G-03
DP-05 (Build Earth-orbit only ships and colonize moon immediately): Yes
V-04 (Some industry conversions): Yes

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Foxfire_
Nov 8, 2010

Also the moon is cool and it doesn't have to be a huge investment. With magic space rocks, it's a soda can of fuel and half an hour to get there, and something the size of a passenger car can provide life support for 5000 people.

Foxfire_
Nov 8, 2010

Mister Bates posted:

Note: I was really, really not expecting a civilian shipping line to launch a ship literally days after the colony was established, this kind of threw me for a loop.

This is weird since they're not supposed to be able to yet. Civilian passenger liners are supposed to need inhabited planets in two different systems and we don't have cryotransport tech for colony ships yet. What's actually in the design, nuclear thermal + a bunch of luxury passenger accommodations?

Foxfire_
Nov 8, 2010

Mister Bates posted:

WealthBurning Revolutionary Spirit Generation per Million TN Workers: 120 3000 RP: Our research into TNEs will be turned towards consumer goods and the service industry organizing choirs of schoolchildren singing the Internationale. New production techniques, new technologies, and new materials should allow us to produce more for less, not only increasing the average standard of living, but also reducing the amount of resources required to provide that standard of living. WealthBurning Revolutionary Spirit is used for everything. It is produced by population. This increases the amount of wealthburning revolutionary spirit produced by populations.

The current industrial plan should leave us well supplied though. Given that we have geosensors under research and will probably want to launch a survey vessel soon, we should aim our research towards making those initial ships the best they can be.

To that end:
- Armor, to free up weight for additional sensors/speed/range/deployment time
- Engines
- Fuel efficiency
- Some minimal sensor suite to keep an eye out for aliens

are all good targets

Foxfire_
Nov 8, 2010

Veloxyll posted:

If a survey ship needs armour, something has gone terribly wrong

Armor doubles as structure. All ships with engines need at least 1 layer of armor to not fall apart under thrust. Building it out of steel makes a 2000-tonish survey ship about 35% armor weight. A duranium one is about 9% armor weight and can use those 500 tons for stuff, or just making the whole ship smaller/faster/cheaper/longer ranged

Foxfire_
Nov 8, 2010

Research: C > A > B
NM-08: No
The Hawaiian ship is an impressive industrial achievement, but not a research one. And there's no fundamental theoretical difference between a civilian TN reactor/engine and a military one, so we'd be sharing military technology with outside nations. If Hawaii wants to play, they're welcome to join like any other member nation, but building a ship shouldn't get them special treatment.
NM-09: Yes
B-11: No
K-10: Yes
JR-13: Yes
Presumably there are already member state military forces guarding Ascension. Drawing those down and replacing them with soldiers raised from across the Comintern nations makes sense and will also be a symbol that the movement isn't just an appendage of the USSR/China.

Foxfire_ fucked around with this message at 00:13 on Oct 21, 2020

Foxfire_
Nov 8, 2010

The radiation is a short term problem, not a long term thing. Areas are only very lightly nuked. We only need to do immediate relief efforts. It's dropped to 33% of it's level from a year ago and should be gone entirely in 6 months.

Foxfire_
Nov 8, 2010

So like a handful of extra Chernobyl's with accompanying exclusion zones?

Foxfire_
Nov 8, 2010

Antilles posted:

Mister Bates what's the feasibility currently of building enough infantry to arrest the decline of Political Stability? If Logistics and (eventually) Construction units don't count towards this, what about fluffing it as a whole bunch of the cheapest type of infantry?

In terms of base game mechanics, political stability decline from radiation will go away on its own before we could even train a 2nd security battalion. In terms of fluff, social services would be better than a police force. Resettle people out of contaminated exclusion zones instead of sending troops in. A Chernobyl-type contaminated area is about 40mi across, which isn't a huge physical area, but is still potentially requiring resettling an entire city of people.

Our existing security battalion is a pretty good formation for police duty. Ground units contribute to police strength proportional to sqrt(tonnage) * morale, so a single 100 ton tank is worth more than a single soldier, but 100 tons of soldiers is much better than 100 tons of tank. Effectiveness is also scaled by population size, so we would need a decently large force to patrol Earths 2 billion people. The game doesn't try to model localized problems.

Foxfire_ fucked around with this message at 22:44 on Oct 23, 2020

Foxfire_
Nov 8, 2010

Proposal - Surveycraft
After completing Construction Rate 12, Dr. Matveyev & their 25 labs (3375RP/year) are tasked with researching:
1) Conventional Composite Armor (250RP, 27 days)
2) Conventional Advanced Composite Armor (375RP, 40 days)
3) Duranium Armor (500RP, 53 days)
Then we build surveyors.

Those 4 months of research will cut the hull mass enough to either make it about 50% faster, or to triple the sensor package.

Proposal - Science Tinkering
Assign the preeminent scientist in each field a lab and the freedom to pursue a project of interest when they don't have any other project.

Proposal - :tinfoil:
Assemble a crack team of geoscientists to figure out why there are caves on Luna when it has never had freeflowing water or atmosphere
. Lunar lava tube caves are apparently a thing!

Foxfire_
Nov 8, 2010

Crazycryodude posted:

The fact that they're a million people crammed into hastily-pressurized caves over a few months as a propaganda stunt, with no local economic base, is a pretty good reason to keep Luna under direct COMINTERN administration for now. I don't necessarily want to commit ourselves to that forever, but the colony's barely even established and surely can't stand on its own yet. Someday it will be able to, but full independence and self-governance is a bit extreme at this current moment.
They're self sustaining already in terms of things like food, water, power, consumer goods etc. They don't have heavy industry, but don't need supply flights to live. The Luna's 2500 ton cargo capacity wouldn't be enough to support a million+ people anyway, even with short travel times.

Antilles posted:

The Kalmar Union agrees with the need for survey ships but recommend we limit them initially both in number and operational area, which is to say not beyond Mars. We suggest this limit remain until such time as the research, prototyping and construction of one or more dedicated support ships, providing refueling, maintenance and if necessary rescue services to the survey ships and eventually other ships operating in the outer solar system.

A survey ship can be made safe enough to justify risking a crew of 50 or so volunteers. Remember, we know there are advanced, militarized aliens out there somewhere and need to be ready in case they come back. Волков бояться -- дров не иметь!

More than you ever wanted to know about Aurora maintenance
Every 5 days, Aurora checks for a maintenance event by testing against the ship's IFR (increment failure rate). Two things never break at the same time. Maintenance events therefore follow a binomial distribution and the expected value for a year's worth of checks at fixed IFR is IFR * 72 (72 5-day periods per 360 day year).

A maintenance event also doesn't mean that something actually breaks/needs fixing. It picks a random internal ship component from a table weighted by component size and applies a strength 2 hit to it. That has a 2 out of the component's HTK (hits-to-kill) chance to destroy it and otherwise does nothing. For example, our existing rocket engine has a HTK of 5, so 3/5 of maintenance events have no impact. If the ship has enough MSP (maintenance supply points), it consumes those to prevent the destruction

This still isn't the whole story, since the IFR listed in the ship design is the IFR at 1-year out of maintenance, not the IFR at any specific time. Fresh out of a shipyard or overhaul, a ship has a 0% IFR. It increases linearly with time, reaching the listed value at 1 year, then continuing to increase at that rate. You can keep a ship running indefinitely as long as you keep refilling it with MSP, but the failure rate will keep increasing until a maintenance event is happening basically every 5 days, so it's not worth it as some point.

A ship design's IFR depends on its size and what percent is engineering. Big ships are inherently less reliable than small ships.

The maintenance life number on the class design is supposed to be expected time to run out of maintenance supplies, I suspect it's just from some rule-of-thumb since the actual process is messy.

Foxfire_ fucked around with this message at 05:14 on Oct 24, 2020

Foxfire_
Nov 8, 2010

Innocent_Bystander posted:

I propose making a troop transport a priority.
Be aware that even if we dropped absolutely everything to prioritize a troop transport, it'd still be multiple years away. Troop Transport Bay is a 4000RP project and we have no ground combat scientists, then shipyard tooling, then actual construction.

Foxfire_
Nov 8, 2010

Luna: A > B > C > D
There's a million+ people there with no real political representation. That's more people than some Comintern member nations
Gladio: B > A > C > D
This is still well within the range of lone crazies, not a massive conspiracy
Survey ships: B
No need to rush these when their going to have years-long missions anyway. Better ships will more than compensate for a slower start
Survey Priority: A > C > B
Cover the ones we could potentially mine easier first
S-17 (radiation cleanup/terraforming speed): No
It's a moderately expensive technology (about 1 year of max-speed research) with limited application. We also don't have any biology specialists to run it.
F-18 (self rule for 1m+ populations): Yes
F-19 (naming for FTL ships): No
It's a fine name, but we don't even know if FTL is theoretically possible. There's aliens out there, but they might be native to the solar system or from a generation ship or something. (Also design competition will be extra confusing if every option is named the same)
JR-20 (no standing military): No
Not firing until fired upon would be a fine policy, but having humanity be unarmed when we know there are aliens with weapons who have engaged in shooting wars nearby is not. Spinning up military training, technology, and ships isn't something we'll be able to do on short notice. (also mechanically, Luna is going to start demanding warships once they get to 10m people, which will happen surprisingly quickly once civilian freighters get going)
A-21 (build a training facility, ship it to Luna): No
Constructing a new training facility is a lab-sized industrial project. Shipping our existing one back and forth through the power of magic space rocks would be better.
S-22 (build 2-4 freighters): No
Unless we switched industrial focus to building lunar infrastructure, we don't even have anything that needs hauling right now.
Y-23 (adopt a conlang as Comintern official language) No
Top-down imposed languages don't have a good societal record, and conlangs seem like a solution in search of a problem.

Foxfire_
Nov 8, 2010

Mister Bates posted:

space piracy is not explicitly modeled as a game mechanic but that doesn't mean it can't happen.

also the ban on warships was actually suggested by Fivemarks; I combined your resolution and theirs into a single joint resolution since they were so similar in form and intent. Whenever a resolution is named 'JR-##' it's short for 'Joint Resolution' and is two or more posters' proposals combined into a single one because they are either identical or very similar to each other. In retrospect 'no warships' is a big enough deal that I probably shouldn't have done that and should have had those two on the ballot separately, but oh well, you can always amend it later if people find it odious in practice.

Those warship restrictions are also very loophole-able, so that will be fun for designing if we decide to stick to letter of the rule instead of spirit.

Foxfire_
Nov 8, 2010

Antilles posted:

Nothing wrong with making an Enterprise either, just the biggest and meanest ship possible with a survey module or something jammed in there.

Ships like that mostly don't work because of how Aurora does fuel. You can only have one kind of engine on a ship and get no efficiency bonus for going at less than max speed, so anything with a military power engine will guzzle fuel even when its cruising. Warship engines will have orders of magnitude better power:weight ratios and orders of magnitude worse fuel:power ratios than the sort of things you put on survey ships.

Foxfire_
Nov 8, 2010

And within the story, there's already a shot-down alien bomber that crashed in Roswell, so I wouldn't bet on no aliens :)

Foxfire_
Nov 8, 2010

code:
Karzelek class Gravitational Survey Craft      2,040 tons       32 Crew       187.9 BP       TCS 41    TH 63    EM 0
1532 km/s      Armour 1-14       Shields 0-0       HTK 13      Sensors 0/0/0/1      DCR 1      PPV 0
Maint Life 3.22 Years     MSP 57    AFR 33%    IFR 0.5%    1YR 8    5YR 124    Max Repair 100 MSP
Commander    Control Rating 1   BRG   
Intended Deployment Time: 36 months    Morale Check Required    

[156 RP] Commercial Nuclear Thermal Engine  EP62.5 (1)    Power 62.5    Fuel Use 10.06%    Signature 62.5    Explosion 5%
Fuel Capacity 150,000 Litres    Range 131.5 billion km (993 days at full power)

Geological Survey Sensors (1)   1 Survey Points Per Hour

This design is classed as a Military Vessel for maintenance purposes


code:
Engine Power 62.5      Fuel Use Per Hour 6.29 Litres
Fuel Consumption per Engine Power Hour 0.101 Litres 
Size 25 HS  (1,250 tons)      HTK 5
Thermal Signature 62.5      Explosion Chance 5%      Max Explosion Size 15
Cost 15.625      Crew 12
Commercial Engine
Development Cost 156 RP

Materials Required
Gallicite  15.625


A geosensor attached to the only commercial engine we have the tech to design. These are intended to be semi-disposable; expectation is that a pair will be built, their 3-year service life is enough to survey essentially all of Sol, then they'd be scrapped since their engines are likely to be very obsolete by that point. A sensor-heavier design is slightly better for surveying the inner system, but significantly worse at the Oort cloud and each sensor costs more than the rest of the ship combined.

The 100 MSP max repair is the sensor. In the unlikely event of a sensor failure, they must return to Earth for repair. Engine repair is 16 MSP, so that can be field-repaired many times over.

Foxfire_
Nov 8, 2010

Servetus posted:

Are ranges measured in straight distances, instead of using more fuel efficient but less direct transfer orbits? Because at it's furthest oint Jupiter is about 1 billion km from the Earth, and Neptune can be as much as 4.7 billion km from Earth. Those small survey "fighters" with 11.4 billion km range should be able to travel across all the inner system and a large part of the outer system. If we were to hypothetically find some way to travel between systems we would probably need the tender or another larger survey ship.

Once an object is untethered from one of the rotating celestial spheres containing a planet or asteroid, it doesn't move without applying engine power. Idling ships, wrecks, buoys, etc.. don't move on their own.

Veloxyll posted:

code:
Berowra class Cargo Ship

Commercial ships ignore the deployment time and maintenance rules. They require (1) no military systems, (2) 3 months deployment time, (3) one normal size engineering space

PurpleXVI posted:

What's fundamentally the more effective strategy? Building up a single powerful center of industry and using it to jumpstart others one at a time, or focusing on seeding dozens of smaller colonies and letting them grow with minimal support from a home base mostly focused on just pumping out seed operations?

Apart from mining or strategic waystations, the only thing colonies mechanically do better than Earth is grow population. If there's no minerals on it & Earth hasn't reached population capacity, it's mechanically just a point for civilian trade and there's no reason to ever put industry there.

Antilles posted:

Is there something Earth can do to stop the growing overcrowing penalty on Lunagrad? If Infrastructure is the culprit can you build and ship it, like you did the facility?

This will just kind of always happen because civilian shipping is dumb. Luna generates infrastructure itself, then the civilian colony ship algorithm doesn't consider capacity, it just sees that Luna wants colonists and transports a load that overfills it. It'll tend to happen less often once civilian freighters also launch since they will be shipping Earth's autogenerated infrastructure as trade goods and will generally keep pace

Foxfire_
Nov 8, 2010

Crazycryodude posted:

If Luna doesn't have any TNE's then Lunagrad is very, very hosed.

Why? It might not be a strategically important center of mining and industry, but neither are most places on Earth. It's kind of like Minnesota or Vladivostok with slightly worse weather.

Foxfire_
Nov 8, 2010

It really costs nothing to grow and maintain if we're not using government factories to fast-build infrastructure. Some civilian ships will route there instead of a hypothetical further away colony, but the travel time from Earth is essentially zero, and that trade isn't an economic drag since its taxable and makes civilians build more ships.

e: the mechanical min-max strategy is to colonize it regardless of minerals and drop a couple points of infrastructure on it, then let civilian trade grow it/grow the merchant marine

Foxfire_ fucked around with this message at 21:21 on Oct 29, 2020

Foxfire_
Nov 8, 2010

Basically yes. There's no penalties for stacking multiples. One base level terraformer adds or removes 0.0003 atm/year of gas from an Earth-size planet. Venus has 90atm of CO2 to remove, then some final fixing up with adding O2, a little magic space antigreenhouse gas, and water. It terraforms at 110% of earth-speed.

In practice, you'd also be stacking better technology (38000RP gets you 0.0006atm/year terraformers) and officers with ~20-30% bonus to terraform speed. It's still a way bigger project than something like the Moon or Mars where you just need to add O2, water, and a little bit of magic gas to fix temperature and lower O2 partial pressure. The Moon & Mars also get big speed bonuses from being little (13.5X and 3.5X)

Foxfire_
Nov 8, 2010

Mister Bates posted:

this is my bad, it didn't even occur to me to keep track of this. Most of this is being consumed by factory conversions, which cost 10 neutronium per factory, but all shipyard operations also consume it. The two extra slipways we're building on our yards right now will cost a total of 720, I believe, half of which has already been spent. The biggest problem is actually that our only mining right now is done by conventional industry, so with every factory conversion we're both spending it and reducing our production of it.
I thought you were doing this on purpose; it's the most efficient way to do the conversions.
- If no mineral is missing, the fastest way is to do all the factory conversions first so their BP increases compound
- Once neutronium runs out, the fastest way is to switch just enough conversion to mines (which only uses corundium) to cover the neutronium needs of that increments factory conversions
- If corundium also ran out (which I don't think will happens with our setup), switch otherwise unusable factory capacity to either fuel refineries (boronide) or financial centers (corbomite) instead of doing those at the end
Essentially front load factory conversion as much as possible because increases to conversion speed compound.

Doing that perfectly is annoying though since you don't have a crack team of Soviet process engineers to do the math every month, so:

Proposal: Drunken Industrial Bear
- Lurch back and forth between 100% CI->factory and 100% CI->mines every few months depending on if there's enough neutronium stockpiled to do a factory conversion segment

Proposal: Research Optimization Cleanup
- Put Dr. Kodos in charge of the Revolutionary Spirit per million workers improvement project instead of Dr. Hapke. Specialization bonus adds about 400RP/year, plus Dr. Kodos will gain experience and Dr. Hapke doesn't

Medal

To be awarded after 10 years of service without getting blown up by aliens or killed in an accident

Debate!
We've got labs freed up to pick what to do with.
Getting people to work in-specialty would be good, the 4x bonus multiplier is really big. We have someone in every field except biology, defensive systems, and ground combat. It may be worth reassigning someone from a field we have duplicates to cover those gaps and start skilling up.

We should probably keep a decent chunk on economic improvements since there's low hanging fruit still and Kodos is good at it. Propulsion improvements should also be a target since its both important and our scientist is really good at it.

We've also got people that are good for slow-burn projects in logistics and missiles (high bonus, low max labs). Right now they're doing discretionary projects but we might want to pick a direction and give them some labs. M&K has three broad areas it goes into: (1) missiles, (2) point defense (also needs turret and sensors research), (3) railguns (if we pick that as a short-range weapon to focus on). The broad areas in Logistics are (1) hangers, (2) incremental improvements to refuel/rearm/maintenance, (3) space station modules, (4) cargo shuttles, and (5) bureaucracy improvements. If I were picking, I'd probably go with missiles and cargo shuttles.

The biggest hole in our current technology I see is in sensors. We don't have anything that can detect ships besides the telescopes on Earth. Our one specialist isn't particularly good though. Their in-field bonus is comparable to other scientists out-of-field bonus, so we might not want to put lots of labs on sensors until they skill up.

Foxfire_
Nov 8, 2010

Weapons effortpost!

There are two big categories of weapons, missiles and direct-fire weapons.

Missiles
- Have typical ranges in 10s to 100s of millions of km depending on tech and tradeoffs
- For the same size missile, longer ranges require trading off warhead size, missile speed, or missile agility (to-hit chance)
- Ammunition has to be produced in ordnance factories and transported. This is a large logistical undertaking and wants things like dedicated ammunition transports, supply dumps, etc...
- Missile damage doesn't penetrate armor particularly well
- Research overlaps with propulsion & sensor research a bunch. Most missile things are in the missile field

Direct-fire weapons
- Have typical ranges <1 million km
- Either deal more damage than missiles or have other nice effects (bypassing armor, targeting sensors, etc...)
- No direct ammunition needs. Firing any weapon will make it use maintenance supplies, but they are much easier to transport and store on a ship
- Better armor penetration generally
- Can be used for point defense (but effective point defense needs either a tech or local tonnage advantage)
- Research overlaps with point defense. Techs are more spread out, there's lots in the sensor tree

Any weapon system additionally needs an active sensor contact to fire on. For direct-fire this isn't a big deal since pretty much any tiny sensor can detect a ship at short range. Detecting a ship at 50mkm for missiles is a bigger problem, but good scouts are desirable anyway. Detecting small ships at range is much harder than detecting big ones.

For firing platforms, fighter's main advantage is in being small. A 250ton fighter can detect and target a 5000ton ship at much longer ranges than the reverse. This makes them good platforms for launching relatively short range missiles (also allows skipping reload speed techs if they're hanger reload). You can try to make them have direct-fire weapons, but it gives up their size advantage. Fighters can be faster than big ships (but are slower than missiles), so if their weapons outrange any point defense they can plink away. Point defense that shoots antimissile missiles will smush direct-fire fighters easily.

Individual direct-fire weapons:
Gauss: Best at point defense, low damage vs ships
Laser: Best general purpose weapon, good armor penetration. Supports spinal mounts for ships built around a single gun
Particle Beam: Best at long range
Particle Lance: Variant of Particle Beam that is best at cutting through armor
Plasma Carronade: Best at point blank. Big. As bad at getting through armor as missiles, but makes up for it with enormous damage (+shock damage for big hits)
Railgun: Multishot, best at low tech. Can't go in a turret
Meson: Low damage, bypasses armor
Microwave: No damage, bypasses armor, destroys sensors & fire controls

We don't have much research sunk into anything, so no reason to be married to railguns/carronades.

e: beaten!

Foxfire_ fucked around with this message at 22:23 on Oct 31, 2020

Foxfire_
Nov 8, 2010

Are people interested enough in fighters for it to be worth writing up a proposal for research headed in that direction? Seems like there is at least a little pro-fighter lobby. The engine boost techs would also cross-over with missiles or FACs.

Rhjamiz posted:

How effective is cloaking tech in this game? My understanding is that it just delays the enemy's ability to spot you on the approach and you can't do Romulan or Submarine style hit-and-fade attacks where you appear, shoot some missiles, and then disappear again.
Submarine style is kind of the Aurora default. If you're running active sensors, everyone knows where you are. For thermal passives, visibility depends on engine power+thermal baffling. Unless you do shenanigans like other people have talked about, you have to turn on sensors and reveal your general position to shoot, but that doesn't allow return fire by itself and after your missiles impact you can turn your sensors back off and move.

One of the ways to do carriers is to have a small, slow, blind, and vulnerable carrier that tries to stay hidden while carrying a handful of fighters. Either scout fighters or full size scouts locate a target, then bomber sorties hit it. If everything works, the enemy sees a bomber flight switch on an active at 10mkm or so, missiles impact, then the sensor switches off and the bombers disappear. Tracking a fighter-sized target that isn't emitting back to its carrier is hard.

Rhjamiz posted:

Speaking of Q-Ships,

Comrades, I am worried Gladio will eventually make just such an attack in the near-enough future. What can be done to safeguard against a sympathetic independent nation building a Q-Freighter to launch a fighter attack against our shipyards?
Mechanically at least, the shipyards are quite durable and can weather multiple nuke hits without being likely to take significant damage.

A 3rd party nation state getting anything into orbit themselves should be a pretty big industrial undertaking since we decided not to make TN engines public outside the Comintern (the Hawaiians brute-forced their ships with chemical rockets). If the theory has leaked out, a small craft engine that can make orbit on its own is pretty simple to design and build though (less RP & BP than a freighter one)

Rhjamiz posted:

Would designing a Fighter capable of spaceflight go against the anti-Warship clause? I am uncertain how restricted we are in that regard. FAC absolutely would, I suspect, being built in the Shipyard. But ground-based fighters who just so happen to be space-capable seems like it might have wiggle-room.
The letter of the resolution allowed anything <=1000 tons or <=3 months deployment time, so any fighter or FAC is technically permitted. Even a hypothetical 20,000 ton battleship would be allowed as long as it isn't designed for long field deployments.
Whether people would view that as violating the spirit of the resolution is an open question.

Mister Bates posted:

I personally prefer fighters to pods in my own games, but the justification for fighter-size or FAC-size pods instead is that they don't need engines, sensors, or fuel, and you can therefore fit more missiles into them - and since they don't travel, they can fire and then instantly re-dock with the mothership and begin reloading. Those two things together should allow for much, much greater volume of fire.

These work, but feel more like a rules loophole to me. Box launchers that are hanger reload-only are smaller enough that a hanger + 'ship' that is just box launchers and a fire control is smaller than the same number of directly mounted mini reloadable launchers, so a fake pod offers the biggest volume of fire that is still field-reloadable. Probably hanger overhead would be bigger in a better balanced game.

Kodos666 posted:

I propose the Naval Deep Battle doctrine
I think trying to do big sweeping plans doesn't end up working that well since doctrine voting and implementation voting don't mesh up and we don't have the pieces needed for the doctrine. What would this mean in terms of research focus or shipbuilding right now?

Foxfire_
Nov 8, 2010

GunnerJ posted:

Can a ship use an active sensor lock on an enemy made by another friendly ship to fire on the enemy? I'm guessing not or it would be too easy to just use swarms of cheap, disposable, tiny scout fighters to get active locks for much bigger ships with actual guns.

Yes, that is fine. Some ship needs an active sensor lock but it doesn't need to be the firing ship. Firing ship just needs an appropriate fire control system. You can have forward scout fighters do the active sensors and have a rear ship launching missiles from it. If the fighters get shot down, any missiles in flight lose lock though.

Smallest boat bay is also 150 tons, so it'd be competing with just putting a 150 ton active sensor on the main ship and that won't necessarily come out in favor of the fighter

Foxfire_ fucked around with this message at 22:34 on Nov 1, 2020

Foxfire_
Nov 8, 2010

Scout fighters are easy to locate, but not necessarily easy to target. At that same tech level, a sensor perfectly calibrated to target a 400ton fighter at 36mkm is 850 tons, and a general anti-ship sensor would need to be enormous. It's a lot easier for a little ship to target a big one than the reverse.

Fighters should never really be deployed where anything can shoot back at them, but knowing for sure what range is safe depends on unknown enemy sensors. Keeping them small keeps them safer, but that competes with having them be capable.

Foxfire_
Nov 8, 2010

Small Craft Investigation Committee
This is contemplating research to support a missile-armed strike craft similar in role to the Roswell object

Propulsion Techs: These have big RP numbers, but Dr. Matveyev researches them at 2.4X speed. At a full complement of 25 labs, that's 7200 RP/year
Improved Pressurized Water Reactor + Improved Nuclear Thermal Engine (3200RP) - Can research in about 5 months, offers a 25% improvement in engine power. Useful in civilian engines, fighter engines, and missile engines. The next generation after this is ~11 months for another 25% improvement, which is also worth considering
Maximum Engine Power 1.5X (1000RP) - 2 months of research for +25% engine boost / +100% missile boost. More speed will improve strikecraft survivability if they do stray into enemy weapon ranges. Faster missiles improve hit chance and let the bombers disengage more rapidly after firing.
Fuel Consumption 0.8 Liters/EPH (2000RP) - The main application for strike craft is letting missiles use fuel space for other things. There are also obvious civilian applications.

Missile Techs: Dr. Garner researches these at 2.2X speed, but can only manage 5 labs max. 1320 RP/year
Implosion Fission Warhead: Strength 3 x MSP (2000RP) - A 50% improvement in warhead yield is both good militarily and risky from a proliferation/political point of view.
Missile Agility 32/MSP (2000RP) - This is much, much less useful than warhead improvements but may be safer politically
Magazine Feed System Efficiency 80% (2000RP) / Magazine Neutralization System 80% (1000RP) - These will matter if we construct space carriers, but not if we're basing a squadron off of Ascension.

Logistics Techs: Dr. Vasilyev researches these at 2X speed, but can only manage 5 labs. 1200 RP/year
Boat Bay (890RP left) / Hanger Deck (4000RP) - Needed for carriers, expensive so we ought to start sooner rather than later.

Sensor Techs: Dr. Indrendur researches these at 1.16X speed and 12 labs max. Others could research faster, but it'd be out-of-specialty and they wouldn't improve.
Active Grav Sensor Strength 10 (804 RP left) - This is currently in development and a necessary component to any kind of targeting sensor.
Further active sensor & EM sensor technology would be desirable, but the research speed is relatively low (this is also an argument against beams right now, their fire controls are two additional sensor tech lines).

Rough Plan Thoughts:
- Finish out the cross-field terraforming project, then put those 25 labs on next gen engine -> fuel consumption -> either max power or another engine gen
- Put 5 labs on hangers, start thinking about carriers in 5 years
- Put 5 labs on warheads if we're willing to do it, otherwise 1 lab on magazines
- Staff active sensors at 10 labs since it gates everything, then drop back to 1 sensor lab until research efficiency improves
- Keep the 1 lab for preeminent researchers who are otherwise unassigned
- Retrain our excess two scientists (Valles and Hapke) into biology and defensive systems (they become the de-facto preeminent researchers in those fields)
- Remaining labs to production improvements (think this is 2 labs while sensors is going, then 11 after)
- If that exceeds C&P max labs, spillover to improved armor tech

Foxfire_
Nov 8, 2010

Lightbulb icon on the system map screen to turn on spacemaster mode


then the research screen will have an 'Instant' button (you might have to close and reopen that window)


MisterBates posted the techs we currently have researched in one of the last updates

Foxfire_
Nov 8, 2010

Prefixes: D > E > G > A > B > F > C
Research: A > C > B > D
Don't care that much about the fighter-specific parts of A (the hangers), as much as just generally getting away from brute forcing things our scientists are bad at researching. Our total research output and long-term development are being crippled by that. Will probably make a proposal specific for that though since A seems unlikely to win.

Socialist Aid Program: B > A > C
I-24, Repeal the No First Strike Doctrine: No
Flip-flopping looks bad, and the letter of it doesn't stop us from actually building anything we'd want to build in the next 5-10 years anyway.

A-25, Service Medals: Yes
K-26, Adoption of a Revolutionary Rank Structure: No
The spacey ranks are fine, but the ground ones are very idiosyncratically Russian specifically. Like 'Polkovnik' is essentially just a Slavic area translation of colonel. All the 'Komander, Unit Size' ranks are fallout from how the Red Army regrew ranks after their initial no-ranks attempt was unworkable ("Everyone in our brigade is technically a Red Army Man, but Dmitri is actually our commander"). The USSR is already a dominant power in the Comintern, we shouldn't emphasize them more

F-27, Drunken Industrial Bear: Yes
F-28, Research Optimization Cleanup: Yes
F-29, A Ten-Year Service Medal: Yes
L-30, Low-Gravity Infrastructure: No (especially if mining research programs wins and we're spending the next 5-10 years developing orbital asteroid mining)
I-31, Five-Year Plans: No. None of our past ones have had explicit timelines, they've all been for however long the proposed projects last. If we want longer, just propose longer projects.
H-32, The Mars Program: Yes
N-33, the TNE Reuse, Reduce, and Recycling Act: No
N-34, the Public Broadcasting Service: No. Building a DSTS is a 15-factory conversion sized project, it's not small.
S-35, FESTER: Yes
A-36, Space Autonomy Model: Yes. If we've got a single-purpose MOSA base with people rotating through, fine for that to be directly administered even if there's a big population
A-37, A Common Language for Space: Yes

One problem is that we suck at researching sensors, and a railgun ship needs beam fire control research.

e: Forgot that base-level BFC is free. So we could do that, but improving them will be hard till a scientist gets better

Foxfire_ fucked around with this message at 23:02 on Nov 3, 2020

Foxfire_
Nov 8, 2010

How capable is the Karzelek's sensor of actually detecting anything interesting in a flyby? It's purpose-built for finding minerals deep underground, and can't detect heat or EM. We could take the FESTER sensors, make a little engine to match, and build a one-off fighter sized recon craft to do an orbital pass. We know there's structures. We don't actually know they're cold/dead.

Foxfire_
Nov 8, 2010

Asterite34 posted:

It's a real shame we can't scan the EM spectrum for any signs of life. This place could be derelict for hundreds, thousands, hell maybe millions of years. These ruins could justify a Mars colony by themselves, they'd keep archaeologists busy for decades, let alone anyone trying to reverse-engineer whatever goodies are in there. However, we have no idea how old these are, and we know there was active combat going on in the Solar system at least in the late 40s. These could be fairly recent. Hell, they could still be occupied for all we know. If we send a team, they better be sure to knock carefully before going in the front door of this thing.
A 50RP project for a dinky 100 ton engine would let us make an Electron-like platform self-mobile at almost-Karzalek speeds with a few billion km range. That would get us orbital EM scans on a weeks timescale, and we could do something similar once the FESTER thermal sensor is ready. The crew accommodations are also maybe generous enough to transport a small (fluff) initial science team since it'd be a few-months mission instead of its design multi-year deployment.

(This does have the downside of possibly empowering Purple if their Compulsive Backstabbing Syndrome / 'Strange Medical Condition' acts up.)

Asterite34 posted:

New New Hampshire, surely.
Newenglandgrad

Foxfire_
Nov 8, 2010

Asterite34 posted:

Seconded, we still have a lack of trained scientists in a variety of fields.

Sanev.Khan posted:

We discussed it last time and people seemed in favor enough and we have the resources, so I'd suggest building a new military academy on Earth. Not by using all of our industrial output, just enough of it right now that it'd take a year and half or so to build, and leave the percentage as it is. Hopefully, with the growing industries on the side, it'll actually be done in a year. Once it's built, a return to the normal mine/factory bounces for the next four years, unless something else is proposed to be built, or all of our industry is converted.
Be aware a new academy is the equivalent of 120 factory conversions, about 1/3 of the entire total that we've done so far. It's a huge undertaking.
We're also not that badly off; we are short in biology, defensive systems, and ground combat. Every other field we have someone for. We also have some double-covered that we could reassign people.

Asterite34 posted:

1) Proposal for comissioning a new higher capacity cargo ship design. The Lunar Socialist Republic has been begging for infrastructure investment for years, and it has been hamstrung by the tiny cargo capacity of the Luna, a prototype ship that was technologically obsolete before it was even built and our sole cargo freighter. An updated design with what we know now would allow us to more efficiently colonize the moon as well as other bodies, and the design could help as a demonstration for our Hawaiian contractors in the commercial sector. if this requires research into better cargo bays, so be it. edit: apparently this is already in the works, please disregard
Moot, but we're short on infrastructure, not transport capacity. It's so short of a travel time that even the Luna can move infrastructure faster than we build it. Also, it will be pretty much always be limited by infrastructure unless we ban immigrants. The Hawaiian ships can move hundreds of thousands of people per day, and they'll do so as long as the colony is accepting new colonists.

Servetus posted:

As an addendum; while this is not part of the main proposal I would ask that comrades well-versed in military design weigh in on the design of craft or ground batteries with point defense capable of stopping a pre-TNE missile attack. Should the worse come to pass and GLADIO possesses a submarine still capable of launching a missile attack, we must be ready to defend the people.
Minimum is researching (1) some sort of direct-fire weapon, (2) finish theoretical active sensor research, (3) a specific turret design to mount it, (4) a specific fire control sensor, (5) a specific active sensor design, (6) a ground formation to contain it. Basic gauss cannon is 1500RP, but it's one of the fields we're good at (2.2X research speed). The specific designs afterwards are all small change, about a couple hundred total at most.

Serf posted:

4) Light investment in Luna's mining capabilities. It doesn't have to be much at the moment given our large reserves earthside, but getting extraction facilities in place sooner rather than later would be a good idea.
We don't have an abundance of mining capability on Earth right now. We'd be moving a mine from a high-productivity area to a low-productivity area. Luna is also short on workers right now and any mining would be shortstaffed unless we also brought the ground forces training center back/shut it down

Sanev.Khan posted:

I don't see it on the reports, how are we on the wealth side of things? I know it doesn't matter much to us godless commies, but the game likely still cares a lot.
I think we are negative actually, there is a 4% production penalty on all planets that is otherwise unexplained. It'll get worse as time goes on.

Proposal: Organizational wealth Capacity
If we are actually at negative monthly balance, bump CI->Organizational Center conversion to the top of the industrial queue until monthly balance becomes positive, then go back to CI->factories


Proposal: Long term research efficiency and scientist development
This proposal is to implement prioritized research in a way that doesn't hamper long-term total scientific output and professional development.

Under our current system, prioritized research topics are implemented by minimizing the time for that project at the expense of everything else. For example, Orbital Mining Module is currently being researched by a spacecraft propulsion expert because they are capable of organizing half of our entire lab network onto a single topic, minimizing the time to completion. However, that means that (1) research per lab is low since the project leader is not a production expert, and (2) the leader is spending all their time dealing with the basics of this new field and will not improve either their specialty or administrative capability.

This proposal would change that to:
- Unless specifically directed otherwise, implement research priorities by assigning the project to the most skilled scientist in the appropriate field, then giving them the maximum number of labs they can operate.
This will delay prioritized projects, but increases the total research output of the scientific community, and allows for skill growth in the lead researchers. The effect is not small, a fully in-specialty research community is about 1.6X as productive as what we are doing now and that will rise as leaders gain experience

e:

welfarestateofmind posted:

[2] Ribbon Medals: We propose the following three ribbons for "firsts" within the Comintern. These should be retroactively awarded to all who qualify.
...
The Architect of the Socialist Future Medal, also known as the Order of Lysenko, will be granted for those who spend 5 years on an extraplanetary outpost in an administrative position for the Comintern, as a reward for their service away from home building interplanetary socialism. This will only be granted to those who left their home planet, which down the line might include others other than Earth.
...
[3] The designation of the Comintern be changed to the Communist Interplanetary, though the abbreviation remains the same.

Seconding Architect of the Socialist Future Medal and change to naming. Not 2nd-ing the other two ribbons since their award would be the consequence of job assignments, not personal valor.

Foxfire_ fucked around with this message at 00:53 on Nov 11, 2020

Foxfire_
Nov 8, 2010

Asterite34 posted:

Man, the moon is in such a weird place right now, in that we don't have a large enough workforce to spin up heavy resource extraction or industry, but we're already at population capacity unless we start throwing infrastructure at it that we just don't have until Earth's native industry gets converted.

Fidelity of simulation thing. Training a few hundred infantry shouldn't require that much stuff, but the game doesn't have anything smaller than a 1m worker complex that could also produce trucks/tanks/mechs/planes/giant armored bunkers.

Foxfire_
Nov 8, 2010

Servetus posted:

I there a particular reason to use a ground formation over a satellite for this purpose?
Not huge ones. Gauss cannon might need to be cut down a bit to fit into a fighter/satellite. Also our ability to manufacture fighters will be dropping away as CI continues to convert into not-fighter factories. Probably still have enough if we did this soon since there's a lot to chew through still. Depending on what finances looks like & what we're planning with research, we might want to redirect some of the CI->organization center conversions into fighter/ordnance factories (1RP costs 1 wealth, so more productive labs are more expensive)

Foxfire_
Nov 8, 2010

The closest in spirit way I can think of to implement that (which the AI will respect) is to not jump a ship towards Sol if they believe an alien is watching them. This probably means those ships are stranded/die (but surveyors in hostile space are pretty doomed regardless and probably won't get to that point). Surveyors are also pretty blind and won't know if someone is watching from ground telescopes or a scout.

Jump mechanics

- Each system has 1 or more jump points somewhere in it. These are initially invisible.
- Each point is associated with one of 30 regularly spaced survey locations. Surveying a location reveals the corresponding jump point, if any. There is no pattern for how they map to each other.
- Watching a foreign ship transit will immediately reveal the point
- Even after everything is surveyed, there can still be dormant jump points. These are points in other systems that link in and create a new jump point. Resurveying or watching a ship jump will find them.
- A ship with a jump engine can move itself and a limited tonnage of other stuff across a jump point
- A ship with a jump point stabilization module can stabilize a jump point with ~6 months of work to allow any ship to cross. These are one way, you need another 6 months to stabilize the reverse
- Anyone can use a stabilized jump point, but they are still invisible until revealed somehow


Once you are in Sol, Earth spews out enough EM that it's obvious across the entire system.

Foxfire_
Nov 8, 2010

I ride bikes all day posted:

Well, almost everything, anyways. :smith:

I would maybe be in favor of that 'make warship in next 5 years' proposal, with some edits to make it more actionable. As is, it would immediately need follow-up votes before anything could happen. Maybe make it be soliciting proposals within certain resource limits (i.e. use these labs, use this shipyard, have this much factory capacity, ...), then if it passes people come up with specific research/build/design plans under those limits for voting and implementation in the next session?

Sanev.Khan posted:

And a column for the inevitable "thirded" that'll be needed soon. Though I'm not sure seconding is that good a system, everything proposed has been seconded, or even seconded several times already, no?

It is the way of legislative LPs. Soon we will develop political parties and blood feuds over trains.

Foxfire_
Nov 8, 2010

I ride bikes all day posted:

I can help you with that:

Gen. Uvorvykishki (ret.), Ukrainian Delegate to the People's Congress

I propose we dedicate our 5 year plan to design, research, prototype, and produce a space superiority ship by 1987. We should dedicate resources to building a dedicated 1000 ton shipyard, with at least 3 slipways, to the production of these ships.

Is this proposing to research and build these ships specifically (also have you checked that it is even possible to research all the precursor stuff, components, and build a yard for it in 5 years), or just to set a goal and have a future session do designs?

I like the ribbons


e: from a long time ago

Sanev.Khan posted:

Problem is, we don't have enough scientists with the right specialties. The construction/production techs are definitely more important than the others, right now. I'll second it if we wait until after we're finished with at least the mining and wealth techs.
Which production techs do you see as immediately vital? I think the only fundamental one is construction speed:
- The mining things will mostly just be changing how big stockpiles are since a fully-converted earth will mine faster than we can spend anyway.
- Fuel, maintenance, and shipbuilding won't be relevant until we start major shipbuilding which is gated by having other techs to make things worth building
- Research speed isn't worth chasing because the research output drop from brute forcing it is bigger than the gain from having it
- Wealth matters until we get positive again, but we can do that with industry and industry is less scarce than research

Foxfire_ fucked around with this message at 22:40 on Nov 13, 2020

Foxfire_
Nov 8, 2010

idhrendur posted:

ooc: How do scientists improve in this game? However it happens, someone needs to propose that process happening for me. That bonus is atrocious and I'd like to be useful.

Do research in your specialty. As long as we don't pull your lab or move you to a non-sensors project, you will accumulate XP and eventually get better.

Foxfire_
Nov 8, 2010

SK-38, Expand Interkosmos Academy: No. Too expensive for now, wait till factory conversion has finished
SK-39, Repeal Five-Year Plans: Abstain. (I doubt we will actually respect this in proposals regardless)
HC-40, Integrate North America No. Object to the 'intelligence agency supplies local rebels' part of this. We don't want to turn into the CIA in Central America
S-41, Research and Deploy Spying Technology: No. An ELINT module is a little over two years of research at 'drop absolutely everything else' levels. GLADIO can't wait that long, so we'll have to make do
A-42, Surveil the Mars Ruins: Yes. Cheap, the alien buildings that may or may not be in ruins are interesting
JR-43, The Extraplanetary Focus Discovery Act: No. Even with discount is 2+ years of max possible research + we don't have a ground scientist. If we graduate one I'd be in favor of a slow-burn on this
I-44, Administrative Overhaul: Yes.
I-45, Diplomatic Overtures: Yes
P-46, Venera Initiative 2.0: No
NM-47, the Trans-Newtonian Global Network Project: Yes (Accept the GM gift!)
F-48, Organizational Capacity: Yes This has to get fixed or it will rapidly tank the entire economy. It's -4% to all mining, production, research, and construction and will only get worse
F-49, Long-Term Research Efficiency: Yes
P-50, X-COM: Yes
Z-51, IRPA: No. Revolutionary international communism is explicitly rejecting ancestry as an organizing principle for government. Soviets should be based on workplace or universal across geographic districts
I-52, Armed Spacecraft Development: Confused. The summary has it as making a railgun ship specifically, but the proposal text is for just building something little and armed of unknown design.
W-53, Lunplan Expansion: No. Earth is better for mining right now, and Luna will stay at max population capacity regardless of infrastructure unless we close it to immigrants.
W-54, Medals: Yes
W-55, Rename the Comintern: Yes
H-56, More Medals: Yes

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Foxfire_
Nov 8, 2010

Antilles posted:

I believe the plan is only for infrastructure, not a mining facility? Isn't Lunagrad technically undermanned at the moment as it is?
I read the motivation for it as wanting rapid infrastructure growth to get more people to eventually run mines. The ground forces training facility is short on workers and trains slower, but I think that's idle now anyway? (we should probably haul it back to Earth since we have idle shipping). Infrastructure will grow on its own, we only need to supplement it with manually built stuff if we want immigrants faster, and I don't think there's any immediate need since we aren't going to move mining or heavy industry there yet.

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