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Author Topic: First and Last: an Aurora AAR :: Almost there...  (Read 16418 times)

wsoxfan

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Re: First and Last: an Aurora AAR
« Reply #15 on: September 09, 2012, 01:25:32 pm »

when you finally build a spaceship, please dorf me as a captain.
Can do, but that is a long way away. A shipyard eats up a lot of peoplepower and (IIRC) can't be shut down to free up workers. I probably won't even think about it until I can run what I have now, and even then the ship will be a slow, short-ranged colony ship to drop people onto the other inhabitable world for a population boost. The biggest constraint by far with this sort of game is your base of industrial labor; I'm working with an efficiency modifier of ~35% despite everything but the construction factories and research labs being shut down.

The main good news is that GFTFs don't require workers to operate, so I can keep churning out MI and engineers fairly quickly.
Don't worry, I'm willing to wait. :)
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Flying Dice

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Re: First and Last: an Aurora AAR
« Reply #16 on: September 09, 2012, 07:38:13 pm »

Status Report: 11-21 New Era

18 March 11: An engineering brigade discovers technical documents inside of a sensor station with details on improved electromagnetic sensors.

18 September 11: Engineers discover a cache of 45 advanced drive modules. They appear to operate using some sort of ion propulsion system. One is disassembled; the others are stored away. Research efforts are redirected towards increasing starship drive fuel efficiency, guided by discoveries made in the disassembly process.

3 January 12: The Naval Academy is completed ahead of schedule. ((Yeah, the fucking surrender glitch happened again and wiped the production progress, so I SMed the darned thing in. This is the main reason why you excavate ruins before settling the world. So our production is in the crapper again, thanks to the 20% efficiency subjugation modifier.))

5 April 12: The decision is made to disassemble the remaining drives, as well as 47 high-tech reactors which were recently discovered. Several advancements are made in drive, reactor, and fuel efficiency technology.

9 July 13: Research is completed on a new type of armor based on a Duranium alloy. The lab complex is shut down in order to speed work in the construction factories.

10 March 15: Construction begins on a commercial shipyard complex. This will eventually enable the colonists of Avalon to properly explore and exploit the rest of the Epsilon Eridani system.

23 May 16: The research facilities are reactivated, as disassembly of more discovered ship modules has resulted in considerable progress towards a number of breakthroughs.

27 March 17: Further research efforts combined with the deconstruction of more drive modules have led to the development of a prototype Nuclear Pulse drive. Increases in fuel efficiency are expected before the end of the year. The shipyard is 17% complete.

7 September 19: Disassembly efforts have granted additional improvements to fuel efficiency as well as granting complete understanding of Ion impulse drives.

2 February 20: A new gas-cooled reactor and shipboard maintenance module are developed after examining more recovered components.

12 March 20: The commercial shipyard is completed. Work on an initial survey vessel begins.

10 October 20: 10,000 tons of capacity added to the sole slipway of Sun Shipbuilding.

5 January 21: The ISS Taen, under the command of Commander “Sox” Fan la Mare, is launched. The survey vessel will spend the upcoming years examining the other planets of the system. In the meantime, the shipyard begins retooling to build a new model of colony ship.

Code: [Select]
Taen class Geological Survey Vessel    2,150 tons     98 Crew     303 BP      TCS 43  TH 150  EM 0
3488 km/s     Armour 1-14     Shields 0-0     Sensors 1/1/0/2     Damage Control Rating 1     PPV 0
MSP 88    Max Repair 100 MSP

Ion Engine E0.7 (1)    Power 150    Fuel Use 7%    Signature 150    Armour 0    Exp 1%
Fuel Capacity 100,000 Litres    Range 1195.9 billion km   (3968 days at full power)

Geological Survey Sensors (2)   2 Survey Points Per Hour

This design is classed as a Commercial Vessel for maintenance purposes


Population:
4.68 million
Fuel Reserves: 18.4 million litres
Industry:
1x Commercial Shipyard (1/20000)
11x Research Labs
53x Construction Factories
62x Automines
56x Mines
20x Fuel Refineries
22x MFs
9x Ordinance Factories
7x Fighter Factories
6x Mass Drivers
3x GFTFs
1x Military Academy
3x Commercial Spaceport
8x DSTS
10x Terraforming Installations
3x Genemod Centres
4216x Infrastructure
620x Unexplored Installations

All dorfings done.

So yeah, we got incredibly lucky because the ruins were TL4, so we dug up a ton of ion drives and equivalent-level reactors, electronics, etc., boosting us from conventional drive tech and 1.0 fuel efficiency to ion drives and 0.7 FE. We also picked up a lot of extraneous and C&P-related techs that I didn't bother mentioning. We've got a bunch of help thanks to our colony admin having a 20% pop growth modifier combined with 15% factory production and mining, as well as boosts to ground force training and (irrelevant) terraforming.

No way are we going with the descriptor of "Avalon Space Ship". Thankfully, I already had a plan in the works which will show up sometime soon.
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Zrk2

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Re: First and Last: an Aurora AAR
« Reply #17 on: September 09, 2012, 08:26:18 pm »

I will be following this. In the distant future when we actually have a military fleet can I be admiral?
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He's just keeping up with the Cardassians.

wsoxfan

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Re: First and Last: an Aurora AAR
« Reply #18 on: September 10, 2012, 09:45:35 pm »

I will be following this. In the distant future when we actually have a military fleet can I be admiral?
Beat you to it :PThere's a reason I asked first to be a captain :)
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Zrk2

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Re: First and Last: an Aurora AAR
« Reply #19 on: September 11, 2012, 11:19:36 am »

I will be following this. In the distant future when we actually have a military fleet can I be admiral?
Beat you to it :PThere's a reason I asked first to be a captain :)

You can be captain, but I get admiral!
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He's just keeping up with the Cardassians.

Shades

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Re: First and Last: an Aurora AAR
« Reply #20 on: September 11, 2012, 11:33:46 am »

PTW,

Would love to be a dwarfed if the opportunity arises and its not something those with more specific demands wants :)
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Flying Dice

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Re: First and Last: an Aurora AAR
« Reply #21 on: September 13, 2012, 09:33:01 pm »

First and Last: 21-29 New Era

20 July 21: Sirus Carnet’s research team develops an early railgun prototype. Three months later, they finish work on increased railgun velocity technology.

12 December 21: ISS Taen completes the system survey, returning to Avalon to discharge its crew.

20 January 22: ISS Taen ferries the xenoarchaeology team to Phoenix, to explore ruins discovered during the geological survey.

10 June 22: Early Gauss cannon launch velocity improvements are made.

2 November 22: A complementary Gauss cannon fire rate technology is developed.

2 April 23: The xenoarchaeology team deployed on Phoenix by the survey ship Taen completes their work. They have discovered 510 recoverable facilities belonging to a polity known as the Rochester Hierachy, who had technology roughly on par with the Federal Republic of Funafuti. Several models of civilization in Epsilon Eridani emerge, the most prominent being one suggesting that intelligent life evolved in parallel on multiple worlds within the system, resulting in a stable multiracial interplanetary confederation, given that the two discovered sets of ruins were at similar levels of advancement, and that they were destroyed in the same time period as each other, suggesting an incursion by an outside enemy.

2 September 23: A research team develops a new design for an active scanning system.

2 October 23: Sun Shipbuilding finishes retooling to produce the Hermes-class troop transport. One is laid down, and construction begins on a second slipway.

13 June 24: Development is completed on a design for a module capable of extracting and refining Sorium from the atmosphere of gas giants.

7 August 24: The xenoarchaeology team has fully explored the ruins on Minerva. There are roughly 1300 recoverable facilities belonging to a third polity which called itself the House of Morelia. These aliens appear to have been slightly less advanced than the other two which resided in the system at the same time. Like the others, these ruins bear the scars of whatever it was that destroyed all sapient life in Epsilon Eridani.

14 March 26: The ISS Hermes is completed. It loads an Engineering brigade and departs for Phoenix.

12 July 26: Research is complete on a project to increase the maximum tracking speed of FCs to 2000km/s.

3 November 26: The ruins on Bashere have been fully explored. There are roughly 1000 intact installations belonging to a fourth polity known as the Handa Conglomerate, who were at a comparable level of advancement to the civilizations on Avalon and Phoenix.

24 January 27: Research into improved capacitors is completed.

17 February 27: The second slipway at Sun Shipbuilding is completed. Retooling for the Outreach-class colony ship begins.

22 February 27: Avalon’s population passes 10 million.

20 June 27: A team of engineers investigating a decrepit research facility discover technical documents describing methods for creating a stable, highly advanced particle torpedo warhead. Not even theoretical lines of inquiry have touched upon this; the closest possible technology is the as-yet hypothetical particle beam. ((NOT plasma torpedo))

29 November 27: The xenoarchaeology team uncovers a small colony site on Pacifica. Recovered documents indicate that it was founded by a company or clan belonging to the House of Morelia.

18 December 27: A group of engineers uncovers documents detailing an advanced laser focal system.

29 April 28: FUCKING SURRENDER BUG AGAIN. BE WARNED, IT CAN STILL HAPPEN EVEN IF YOU ONLY DEFEND. FUCKING FUCKITY FUCK, R&D AND SHIPBUILDING JUST ADDED YEARS TO THEIR CURRENT TASKS.

29 September 28: Details of some sort of ship-to-ship tractor beam are discovered in a recovered laboratory. It appears to be intended to tow non-mobile vessels rather than to be used as a weapon.

12 July 29: Construction begins on two Outreach-class colony ships.

17 August 29: A research team makes a remarkable proposal. Through their efforts in the past years they have developed a theory which could allow for FTL travel via the use of naturally occurring wormholes. Another group begins investigating a new type of gravitational sensor which could detect such anomalies.

Total Population: 13.82 million

OOB:

1x Taen
1x Hermes
1x Odyssey

Base Production Rates (per facility):
Mining: 50 tons/year
Construction: 25 CP/year
Fuel Production: 40,000 litres/year
Research: 320 RP/year
Shipbuilding: 750 BP/year

Industry:
   Avalon:
Population: 13.82 million
Fuel Reserves: 40.5 million litres
L1 Academy
L4 Spaceport
L14 DSTS
9x Mass Driver
8x Genemod Centre
7x GFTF
24x Research Lab
22x Terraforming Facility
1x Commercial Shipyard (20k/2)
33x MFs
106x Construction Factory
139x Automine
20x Ordinance Factory
14x Fighter Factory
32x Fuel Refinery
100x Mine
   Phoenix:
Fuel Reserves: 4.8 million litres
L1 DSTS
1x Genemod Centre
2x Terraforming Facility
1x GFTF
1x Construction Factory
6x Automine
1x Ordinance Factory
3x Mine

Ground Forces OOB:

   Avalon:
4x MI
4x Garrison
8x Engineer
2x Replacement
   Phoenix:
4x Garrison
1x Engineer
1x Replacement

Dwarfs:
“Sox” Fan la Mare: Commander; Captain of ISS Taen
Claudas “Kingfisher” Lynom: Major General; CO of 66th Mobile Infantry
Jacen de Gosbeck: Brigadier General; CO 65th Mobile Infantry
Fritz Maurouard: Brigadier General; CO 77th Engineers
Margawse “Jackie” Rainecourt: Civilian Admin A4; Governor of Avalon
Sirus Carnet: Lead Researcher A3; M&KW 20%

But yeah. I was originally planning to go with a pure KW route for non-missile weapons, but the RNG decided “balls to that” and gave me advanced lasers and particle beams. I’ve actually never had these techs before, but the former boosts the strength of 10cm Visible Light lasers from 3 to 4 without increasing the volume requirement, and the latter is the same volume as a basic particle beam except with a STR-4 warhead instead of STR-3. In other words, a 33% increase in damage with basic tech with no increase in volume. S’true that the research costs a bit more, but it is more than worth it.

Also, this is the second time that the surrender bug has popped up despite me not attacking at all, so I’ve adopted a policy of dropping the hammer every time the defenders pop up. Hey, look at those production rates! That’s why ruins are fucking OP; we went from almost nothing to a respectable number of installations and mid-tech production rates in 30 years. More than that in some cases; the next mining tech costs 1.25 million RP, and y’know what? With a system full of ruins, we’ll probably get it.

Naturally, this is balanced by our abysmal efficiency. We’ve got 8.4 million workers; we need 22.3 million more just to cover our shipyard, construction factories, and labs. Of course most of that is from the labs, but no way am I killing research just to be able to build more shit. And then we’ve got the CONSTANT FUCKING EFFICIENCY DRAIN FROM ALWAYS BEING FUCKING SUBJUGATED BECAUSE OF THE GODS-DAMNED SURRENDER BUG. NO, I AM NOT ANGRY.

Finally, Jack is a chick. Because the only good civ admin was female. Jack Chick is now officially in this campaign, and as a planetary governor no less. Heh.

And we have a combined total of around 3,100 more potentially recoverable installations just on the five planets the xenoarchaeology team has visited, Avalon included. What we have now was just what we recovered from the ~1000 installations we’ve dug up on Avalon. The vast majority of them are also TL4, and as I recall it, the techs we get from them (in C&P at least) aren’t limited by the TL of the ruins. So by the time the system is fully exploited, we’ll probably have maxed most of the production techs, helping to offset our incredibly low population. We’ll also likely have nabbed a few more restricted techs. Hopefully compressed fuel storage (50% more fuel in the same volume? YES PLEASE) and plasma torpedoes, just because they’re fun to fuck around with.

If we ever manage to get a respectable population (possibly by conquering the shit out of some dirty xenos and then “uplifting” them, for AMURRKA AVALON), our production will be absolutely obscene. Alien slaves are remarkable good at solving problems. Alien citizens are even better. Intersystem federated empire is the way to go.

First EW-based warships should be showing up near the tail end of the next decade, but they’ll be complete piles of scrap. Next decade will also bring the socio-political flavor that gave the campaign its second name (Allied Worlds).

I will be following this. In the distant future when we actually have a military fleet can I be admiral?
You can but that's only if you want to be lazy and wait for decades to claim a character. Personally, I'm glad that a lot of people decided to lead battalions of MI, mostly because (until we get real marines) I'm envisioning them as ANGREH over all the civilians surrendering to them while they're trying to fight robots.
« Last Edit: September 13, 2012, 09:38:00 pm by Flying Dice »
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EuchreJack

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Queen or King, I rule you all!   :D

Flying Dice

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If even one person gets the joke, they will get a pile of space-cookies and a glomping. :3
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Karlito

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It is possible to change the gender of a commander, you know. I don't even think you need to be in SM mode.
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Flying Dice

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It is possible to change the gender of a commander, you know. I don't even think you need to be in SM mode.
Out of curiosity, how? I've never noticed that option before.
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Karlito

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I, uhh... don't know. Perhaps I was completely wrong about that.
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Flying Dice

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I think you might be.  ;)

Not that it matters, seeing as how the events assume that every officer is male.
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Karlito

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I guess what I usually do is change the name of the character while completely ignoring the gender field, so that's probably where the confusion arose.
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Sirus

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The joke? Are referring to this guy by any chance?
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