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Author Topic: Aurora Community Empire - Limited Trans-Newtonian Start  (Read 15752 times)

PTTG??

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #90 on: November 02, 2011, 09:48:55 pm »

Use a text editor then copy over, especially with big posts. I've learned that the extremely hard way.
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Jacob/Lee

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #91 on: November 02, 2011, 10:03:42 pm »

Go to the officer page (the face on the upper bar on system view) and use the dropdown box to select scientists.
I know, but I have no idea how to promote them... Am I missing something?

Raddish

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #92 on: November 02, 2011, 10:12:58 pm »

I believe its at the bottom of the screen on the left in the crew window.
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Sheb

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #93 on: November 03, 2011, 01:04:37 am »

Or you can download Textarea cache, a firefox plug-in that saves whatever it is that you're typing in your cache, so that you canr etrieve it later.
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Repulsion

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #94 on: November 04, 2011, 08:52:26 pm »

Administrator's Log: Governor Repulsion

December 2nd, 2035.

Finally near the beginning of my second year. I have altered the designs of all the ships I could, and obsoleted a secondary colony ship design, the Freya.

All the ships that have been updated have higher speeds, if in low amounts in some cases, and lowered tonnage. The Faering-class fighter now has a speed of 4800 km/s, which is a welcome improvement. Research on the Terraforming module will be done soon, and I intend to immediately start building a ship.

Other than that, the only other notable events are that the Metcalfe geology team has made a third find on Mars, 100,000 tons of accessibility 0.3 Neutronium. Their rating has subsequently rose to 140. I'd imagine that they will be very useful in the future, hopefully...

February 2nd, 2036.


The Morgan Fox geology team has finally made a discovery on Luna, 100,000 tons of 0.7 accessibility Mercassium. They subsequently decided that no more minerals could be found, and their rating has increased to 101. Not the best, so I will be leaving them on Luna for the time being.

I also notice that there are maintenance failures quite frequently with the Einherjar-class supply ship. I'll make a note to look at the design, and hopefully revise it, if I can make a difference. They happen mostly with the engines, it seems.

March 2nd, 2036.

The research on the terraforming module is finally complete! I will quickly begin designing a terraforming ship, that I will hopefully also be able to produce this year.

The construction of mines has been completed on Earth, and I have thus used the 40 industry it has freed up to create a naval shipyard complex, with 35 industry working on that. It will be completed in the 23rd of April, 2037.

I have used the 5 remaining industry to build up a stockpile of ship parts. I have decided to make 5 commercial NPE engines for now.

July 7th, 2036.

I have more or less completed the design for the terraformer:

Spoiler (click to show/hide)

It is a monster, although not as big as the Devon freighter. Unfortunately, I could only fit 3 engines onto it, so it will be slow and we will swallow our pride, for now. Of course, I indeed may end up altering the design by the end of my term, but only time will tell.

The mass driver has been completed on Earth, and thus I have used the industry it had to start building a terraforming module, so that we can build the first Vanaheimr terraformer quicker.

The Metcalfe geology team has made one last discovery on Mars, or rather, improvement. They discovered 100,000 more tons of Mercassium on the planet, increasing the overall amount to 200,000. They also increased the accessibility from 0.1 to 0.4. I have decided to reform the team on Titan, this time with the addition of Morgan Fox, bumping up the rating of the team to 147. I hope they will turn Titan into a veritable wealth of resources.

I have Charlie Murray researching an improved method of reactor recharge, to hopefully increase the RoF for our Fearing fighters. He is set to finish in 2037, on the 2nd of March. I have also set Ellis Heath, our leading Construction and Production researcher with a bonus of 30%, onto a project to bump the terraforming rate of our terraformers up to 0.0012. I have also set up small research projects to explore the possibility of Composite Armor, as well as a Visible Light Laser.

Mars now rests steady with 2.88 million people. It has virtually nothing else but living space, however. To start amending this, I have set a contract for 90 of the construction factories on Earth to be sent to Mars. Of course, they won't be able to do a whole lot once they get there, but you can't have a tower without a foundation. 

October 7th, 2036.

I am slightly annoyed. No one had told me that our biggest shipyard had completed its capacity expansion, and thus I wasted valuable time in starting to make a Vanaheimr. Thankfully, construction is on the way and construction is set to complete on December 11th, 2037.

Not much else happening. Life proceeds as usual, and so does the human race.

I do wonder about the status of these Einherjar supply ships, though. Not a month passes where at least 3 different ships report maintenance failures, all in their engines. It is getting a bit ridiculous, to be honest.
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Crustypeanut

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #95 on: November 04, 2011, 08:56:48 pm »

Lol it looks like the Einjerhar design is rather poor.. I did make them military after all.  Baaad idea on my part.. you might want to just scrap them and replace 'em with commercial ones. 

What was I thinking anyways..
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Repulsion

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #96 on: November 04, 2011, 09:24:06 pm »

Lol it looks like the Einjerhar design is rather poor.. I did make them military after all.  Baaad idea on my part.. you might want to just scrap them and replace 'em with commercial ones. 

What was I thinking anyways..
Well, something was learned. I'll obsolete them and design a new supply ship sometime during my turn, if I need to.

Hopefully I can increase the Faering fighter's capabilities, as well.
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Crustypeanut

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #97 on: November 05, 2011, 02:23:14 am »

I've been reading up on some of the mechanics on the Aurora forums and I found something rather interesting that I didn't know about, which we might be able to use in our game - Orbital Habitats.

If Mercury, Venus, or one of the gas giants' moons has a considerable amount of resources, it might be in our interest to tug a few of these along to the planet and use the people onboard for mining purposes.  We could of course also use Automated mines, but those are generally expensive if we're short on Corundium (which I often am).

The major downside to this is that we'd need one orbital habitat per manned mine, as each habitat holds 50000 people, and each mine requires that much.  This whole strategy would be more beneficial if we're going the whole "Lets get the most out of Sol" route.  Otherwise we could just go the Jump Engine route and find more habitable worlds at the risk of hostile NPRs, the Swarm, or the Precursors. 

I wish I focused more on economy than designing that stupid fighter... especially since we don't have to worry about NPR's just yet.


Edit: Heres an interesting thing about the orbital habitats -

Quote
The population capacity provided by orbital habitats is treated in a similar way to that provided by infrastructure. You deliver new colonists to a Colony as you do now, not directly to the habitat. The Colony itself will use the habitats to house as many colonists as possible before starting to use up infrastructure. When you pick up colonists from a Colony they will be taken from the surface first and only taken from the habitats when there is no surface population. When the percentage of the population dedicated to agriculture and environment is calculated, it will only be based on the surface population, not the total colony population. Growth will be handled independently for the surface and orbital populations, with colony cost and radiation only affecting the surface population. The orbital population will be treated as colony cost zero but with the limitation that the orbital population cannot exceed the capacity of the hab modules. Therefore, on a colony that is partly based on orbit and partly on the surface, the population growth in orbit will be zero. When calculating infrastructure demand for civilian trade, only the surface population will be considered. When calculating the size of the service and manufacturing sectors, the combined orbital and surface populations are considered as one whole population. Of course, in many cases the entire population will be either orbital or surface so none of the complications associated with populations that have both orbital and surface components will arise.

In addition to this, we can build them in parts, ship them to the planet, and use engineer brigades to assemble them exactly like PDC's. Once assembled, you can begin shipping population to the planet and they will immediately be useful for mining, terraforming, etc.
« Last Edit: November 05, 2011, 02:33:58 am by Crustypeanut »
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Girlinhat

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #98 on: November 05, 2011, 02:35:31 am »

Orbital habitats are very hard to utilize effectively, due to their immense cost and size, and low returns.  One viable route is to put an orbital habitat to man the terraforming constructions, but then it's just easier to put terraforming modules, so...

One of the few times an OH will be useful is when you need to set up a forward base and there's no convenient planets.  If you can set a planet with a few OH, fighter construction, and maintenance, then you can put your fleet closer to the enemy and have faster reaction times.  Sometimes it would be nearly impossible to provide enough infrastructure to support a small forward military colony, but the OH get the job done with some effort.  Not to mention, you can build a thriving colony, say, on a comet or asteroid that has N/A colony cost.

Also extremely important: Any ship or station with an OH can be constructed via industry.  My current single player game has a megaformer, equipped with 50 terraforming modules, a single OH, and just enough crew, classifying as civilian and constructed via industry, and moved in place via a fleet tug (50 ion engines).  I managed to completely terraform Mars into 0.0 in 15 years.  Others have built warships utilizing an OH, as you can build a proper battlestar or megastation via industry.  The only issue is trying to keep them maintained, as they'll pull heavy resource drain for upkeep, and they're virtually impossible to upgrade.  However, even if your ship is 15 levels old in tech, if it's 200,000 tons it'll still do a lot of damage when it's in use.

In fact, I'm likely to make an OH mothership that can carry a whole fleet...  Rather like the Traveler's Guild ships in the Dune universe, supermassive ships that carry numerous full-sized ships in their storage.  I do like having some supersized logistics ships built for cargo, sensors, and fielding a war effort at any range.

Crustypeanut

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #99 on: November 05, 2011, 02:40:59 am »

Although their size is a problem if you build them on the homeworld, their cost I've read is only 200 BP, so I'm guessing thats 100 duranium and 100 of something else (I'm still researching it), which doesn't sound too bad for it's capabilities.

I'm going to be field testing this in my current game, as Venus is a gold mine of minerals.  39 million Duranium at .7 accessibility, to name the biggest mineral.  It has 5 other minerals all at 1.9 million and above, though the accessibilities vary greatly.  This is BEFORE I've put the geological team on the planet, too. 

I just need to research engineer brigades and the habitats, then i'll begin shipping them over to Venus and constructing them there. 
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Girlinhat

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #100 on: November 05, 2011, 02:47:09 am »

I'd rather invest in a megaformer than a population habitat.  Your terraformer can handle multiple planets and render them 0.0 cost, at which point your civilian lines will gladly ship colonists for you, while a population habitat can only sustain one planet to a small degree and only while it's there.

In general, I develop any gravity-friendly worlds into 0.0, and any that are outside the gravity range get a new species made to live there.  Mars gets Humans, Luna gets Mooninites.  I believe that Venus has appropriate gravity, so I would terraform the shit out of it and drop humans on a venetian paradise.

Crustypeanut

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #101 on: November 05, 2011, 02:59:34 am »

In the long term, I completely agree.  However, Venus is going to take ages to terraform, so for now its easier to build a 500k person habitat so they can begin mining the planet's bountiful resources.  The only problem with the habitat is it's 2,000 duranium cost, but thats still nothing compared to the time and effort of terraforming the planet, and the habitat will pay for itself quickly.
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Crustypeanut

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #102 on: November 05, 2011, 03:25:13 am »

Lol one small flaw in my plan - the orbital habitat is too big for my freighters.  :o

Guess I'll build them and tug 'em, its not too far at least.
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Sheb

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #103 on: November 05, 2011, 10:45:08 am »

Wouldn't infrastructures be cheaper than orbital hab?
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Sheb

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Re: Aurora Community Empire - Limited Trans-Newtonian Start
« Reply #104 on: November 05, 2011, 11:01:14 am »

Just did the math.

For 500,000 people, you'd need 1250 infrastructures, costing 2500 duranium. An orbital habitat for 500,000 people would cost 1969 Duranium, 200 Neutronium, 500 Boronide and 1000 Mercassium. Build cost would be much higher as well. (I think it 1 BP/mineral). You also do not need a tug for infrastructures.

But anyway, 500,000 people can only man 8 mines. 8 automines would cost 960 minerals more than 8 standard mines.

Automines are the way to go on venus, not human.
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