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Which faction shall we play?

The Federation of Mars
- 9 (37.5%)
The Outer Systems Republic
- 15 (62.5%)

Total Members Voted: 23


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Author Topic: Let's Play Aurora: Divided Humanity  (Read 18251 times)

Azzuro

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Let's Play Aurora: Divided Humanity
« on: February 27, 2017, 11:50:43 am »

(because there can never be too many of these LPs)

Let’s Play Aurora: Divided Humanity
The Story So Far
Spoiler (click to show/hide)

The Situation At Hand

In December 2099, with the launch of the geological survey ships RVS Andes and FNS James Hutton, both powers have signaled their intent to expand into the unclaimed and unpopulated areas of Sol, to colonize rather than rebuild, to once again spread humanity across the cosmos. Both powers have stated their desire to unite what remains of humanity, but resist being absorbed by the other. Whether the unification of humanity occurs by words or force – or if humanity will survive the latter – remains to be seen…

Structure

This will be a narrative LP, where you (the readers) submit orders for one side, and I control the other. Orders will be divided into Strategic Orders, covering what your side researches, produces and ships built (all things in the population and production window) to be submitted every year, and also Fleet Orders, where you order your ships around (can be submitted in between any updates). To reduce the need for micro, you can also leave standing orders: e.g. use all available freighters to transport automines to X until X has 100.

It’s also important to note that I will not be designing components or ships for the forum side. This is because I don’t want this game to end up as me designing ships to counter myself.

I will also not be using the espionage mechanics within the base game. Instead I will introduce a new mechanic of intel spending that consumes wealth, giving you a chance at seeing the enemy’s ship and components specs, to be explained in a later post.

Audience Participation

Aurora affords a great deal of freedom in renaming things in-game, from individual ships to system and colony names, which anyone can suggest. In terms of characters, there are 4 types to choose from:
-Naval officers command ships and thus will get a lot of mentions, but are also the most likely to die one way or another. If your character is a naval officer on a ship, your orders will take precedence for that ship.
-Ground Force Officers command ground units, which are used to invade and defend planetary colonies.
-Civilian Administrators grant bonuses to the colonies they govern. If your character is a civilian administrator, your orders for production, shipbuilding, etc. in Strategic Orders take precedence.
-Scientist research new technologies and components. If your character is a scientist, your orders for research direction in Strategic Orders take precedence.

Game settings

Real Stars off, orbital motion only for planets & moons, automatic and political promotions on, precursors and swarm on, invaders off, inexperienced fleet penalties off, maintenance on, no auto jump gates. NPR settings are secret.

House rules

-NO MISSILES! Owing to the destruction wrought by TN missiles both sides have signed a treaty to never use missile technologies again.
-No more than 2 DSTS per body. You can build more of course, but any beyond the second have to be shipped to another colony.
-Infrastructure will be converted 1 to 1 for underground infrastructure if unloaded at an asteroid. This is because I think that underground infrastructure is too limited and expensive in the base game.
-Financial Centers can be moved at one FC per standard cargo hold. Seeing as you’ll probably need to build them to keep up with intel spending.

Choice of Faction

Both factions start out with equal amounts of population (500mil), equal installations of every kind, equal amounts of starting minerals, approximately equal immediately minable minerals (about 1.5 times homeworld minerals) and research done (except weapons techs). However, their fleets differ greatly in armament and doctrine.

The Federation of Mars controls Mars, Luna and Mercury. Mars is their capital and home to all research, industry and shipyards, while Luna is a mining and financial powerhouse. Mercury is a small mining colony that is still in the process of being terraformed. A vote for the Federation is a vote for cruisers, destroyers and frigates wielding particle beams and gauss cannons.

The Outer Systems Republic controls Ganymede, Europa, Io, Callisto and Titan. Ganymede is their capital and home to industry and shipyards, Europa is their research and financial nexus, Io is the mining breadbasket and the least populous, Callisto is their fleet maintenance base. Titan is home to a small amount of mining and is also being terraformed. A vote for the Republic is a vote for gunboats, carriers and escort destroyers armed with meson cannons and railguns.

So vote for which faction we will be playing!
« Last Edit: March 02, 2017, 12:46:58 pm by Azzuro »
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Azzuro

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Re: Let's Play Aurora: Divided Humanity
« Reply #1 on: February 27, 2017, 11:53:37 am »

Military Ship Classes of the Republic Void Navy
Spoiler (click to show/hide)
Civilian Ship Classes of the Republic
Spoiler (click to show/hide)
Order of Battle of the Republic Void Navy
Spoiler (click to show/hide)
Technological Progress of the Republic
Spoiler (click to show/hide)
Ground Units of the Republic Army
Spoiler (click to show/hide)
Known Federation Ship Classes
Spoiler: Military (click to show/hide)
Spoiler: Civilian (click to show/hide)
« Last Edit: April 16, 2017, 12:12:31 pm by Azzuro »
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Azzuro

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Re: Let's Play Aurora: Divided Humanity
« Reply #2 on: February 27, 2017, 11:54:00 am »

Technologies Available for Research
Spoiler (click to show/hide)
Ship Components Designed
Spoiler (click to show/hide)
Scientist Ratings and Bonuses
Spoiler (click to show/hide)
The Ceres Accords
Spoiler: Ceres Accords (click to show/hide)
« Last Edit: April 16, 2017, 12:13:17 pm by Azzuro »
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TalonisWolf

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Re: Let's Play Aurora: Divided Humanity
« Reply #3 on: February 27, 2017, 12:50:07 pm »

PTW
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Hanzoku

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Re: Let's Play Aurora: Divided Humanity
« Reply #4 on: February 28, 2017, 04:06:25 am »

I'll vote for the Outer System Republic - It'll be interesting to have a game without overwhelming missile strikes being the main tactic. railgun fighters > gauss cruisers.
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Lorknis

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Re: Let's Play Aurora: Divided Humanity
« Reply #5 on: February 28, 2017, 09:33:21 am »

Not to be a contrarian but I'm a fan of the Federation of Mars route. Long live the Federation!
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Sheb

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Re: Let's Play Aurora: Divided Humanity
« Reply #6 on: February 28, 2017, 09:35:37 am »

Outer System Republic
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Azzuro

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Re: Let's Play Aurora: Divided Humanity
« Reply #7 on: March 01, 2017, 04:13:22 am »

Well, the Republic is leading by replies to this thread, but the Federation is leading on the poll up there. I'll let this run for another day or so, then I'll take the poll results. So if you haven't voted in the poll up there, best to do so.

I've also come up with a set of rules for the espionage mechanic. Basically every new year, a part of your wealth will be devoted to spending on your intelligence services for the coming year (deducted via SM). Initial spending for the first year of the game will be 2000 wealth, divided equally into espionage and internal security spending (offensive/defensive), and these amounts can be individually changed up or down between +10% or -5% of the previous year's spending in the strategic orders.

So for the first year, your spending on espionage will be 1000 wealth. Each 100 wealth is one point of espionage (excess not counted), making one d10 roll to breach the opponent's internal security. Internal security is also counted in points at 100:1 ratio, and the chances of successful security breach change according to the defender's intsec points left.

Defender Points leftAttacker chance of success
>310%
320%
230%
140%
070%

For every failure of the attacker, the defender's points are reduced by 1. All successes and the info gained will only be reported at the end of the year.

If an attack is successful, there are 4 types of info that the attacker can gain.
-Components (50%)
selected from among all the components in use by the defender (ships still mounting them). If a strictly superior (base-tech wise) one exists, it will be picked instead. If the attacker has sufficient base tech, they can also build the stolen component. Attacker also knows all ships mounting that component.
-Technologies (10%)
selected from among all techs the defender has that the attacker doesn't have. 20% progress toward that tech, 40% if the defender is greater than one level of that tech ahead.
-Population info (10%)
selected from populations >5m, attacker knows name, population, type & number of non-shipyard installations, governor bonuses of and ground units stationed on a colony. If already known within last 15 years, pick another colony.
-Ship class info (30%)
selected from military classes with at least 3 built ships, weighted by total number in class. attacker knows the true name, and one of (max speed)(deployment time & maint. life)(armour/shields level)(tonnage & crew & BP)
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Azzuro

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Re: Let's Play Aurora: Divided Humanity
« Reply #8 on: March 02, 2017, 06:39:48 am »

Alright, the poll shows the Republic leading 5-3, so we'll be playing as the Outer Systems Republic. Expect a lot of info coming down the pipeline shortly, but for now here's the ships available to us.

Doctrine of the Republic Void Navy

The Republic’s fleet doctrine was originally based around squadrons of small, fast gunboats for the defense of the four Galilean Moons. Cheap and quickly-built gunboats were attractive to the newly commissioned officers in the wake of the Polemos Incident, when the Republic had urgent needs of warships for deterrence and could not afford the delay to build more conventional vessels. With the extremely short distances involved (2.3m km between Io and Callisto in opposition), fuel endurance was sacrificed in favor of speed of response, and it is generally believed by Republic fleet planners that their gunboats are faster than any ships of the Federation. It is commonly thought that the emphasis on ‘distributed attack capability’ (referencing the ability of gunboat squadrons to lose substantial amounts tonnage-wise and still be somewhat combat-capable) reflects an intended ‘defence-in-depth’ at each moon, however Republic doctrine calls for the Home Defense Squadrons to gather and attack en masse any Federation battlegroups crossing the Sinope Cordon before they come in range of the inhabited moons, thus safeguarding the critical shipyards at Ganymede, and also sidestepping the politically thorny questions of which of the four moons should have the most ships dedicated to its defense.

The accession of the Republic of Titan to the Ganymede Satellite Alliance also presented quite the conundrum to the fleet planners. The orbital period of Saturn is just under three times that of Jupiter, guaranteeing periods where the inner system would lie between the two and rendering Titan open to a Federation blockade or outright invasion without the bulk of the RVN to interfere. Even without enemy actions, the range of the gunboats was insufficient to reach Titan when the two giant planets were in opposition, 2.21b km apart. The obvious solution was the construction of Titan Fleet Base, capable of maintaining vessels up to 1000 tons in size and allowing a squadron of gunboats to be based there for the defense of Titan. Despite this, the problem of defending Titan against a sufficiently large Federation attack is still unsolved, with the only consolation being that mustering such a fleet would leave Mars and Luna inadequately defended against Republic counterattack. In recent years, local politicians have also called for a greater portion of the fleet to be based at Titan, and there is discontent that all the gunboats there are of the older and slower Liu Bei-class.

Ship classes of the Republic Void Navy

Liu Bei-class Gunboat
Code: [Select]
Liu Bei class Gunboat    800 tons     36 Crew     85.45 BP      TCS 16  TH 38  EM 0
2375 km/s     Armour 2-7     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 4.04 Years     MSP 17    AFR 20%    IFR 0.3%    1YR 2    5YR 25    Max Repair 18.75 MSP
Intended Deployment Time: 10 months    Spare Berths 1   

Pratt & Whitney Rocketdyne 37.5 EP Gunboat Nuclear Thermal Engine (1)    Power 37.5    Fuel Use 131.37%    Signature 37.5    Exp 12%
Fuel Capacity 10 000 Litres    Range 1.7 billion km   (8 days at full power)

Shao Cybernetics Type 12 Meson Cannon (1)    Range 40 000km     TS: 3000 km/s     Power 4-2     RM 4    ROF 10        1 1 1 1 0 0 0 0 0 0
BAE Avionics Gunboat Fire Control (1)    Max Range: 64 000 km   TS: 3000 km/s     84 69 53 37 22 6 0 0 0 0
Atomenergomash Modular Pebble Bed Reactor (2)     Total Power Output 2.16    Armour 0    Exp 16%

Thales Orbital  Gunboat Active Search Sensor (1)     GPS 192     Range 3.3m km    Resolution 40

This design is classed as a Military Vessel for maintenance purposes
Designed and produced in 2088-2093, the Liu Bei-class gunboats were the first warships of the RVN, weighing in at only 800 tons of void displacement. They mount a type 12 meson cannon capable of shooting directly at the internals of enemy ships, and an onboard active search sensor to find the enemy. In the current era of void combat, its nuclear thermal engines render it uselessly slow, and as a consequence it has been relegated only to defensive duties, although critics note that there is a danger of being outranged owing to the short range of its mesons.

10 gunboats of this type are in service, 5 as the attack wing of the Auxiliary Carrier Fleet and 5 as Home Defense Squadron Titan.

Achilles-class Gunboat
Code: [Select]
Achilles class Gunboat    1 000 tons     45 Crew     154.4 BP      TCS 20  TH 96  EM 0
4800 km/s     Armour 3-8     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 0     PPV 4
Maint Life 4.53 Years     MSP 48    AFR 16%    IFR 0.2%    1YR 4    5YR 57    Max Repair 48 MSP
Intended Deployment Time: 1 months    Spare Berths 5   

Siemens AG 96 EP Gunboat Nuclear Pulse Engine (1)    Power 96    Fuel Use 177.47%    Signature 96    Exp 15%
Fuel Capacity 20 000 Litres    Range 2.0 billion km   (4 days at full power)

Shao Cybernetics Type 15 Meson Cannon (1)    Range 90 000km     TS: 4800 km/s     Power 6-3     RM 9    ROF 10        1 1 1 1 1 1 1 1 1 0
BAE Avionics Mod 98 Gunboat Fire Control (1)    Max Range: 96 000 km   TS: 5250 km/s     90 79 69 58 48 38 27 17 6 0
Atomenergomash Modular Pebble Bed Reactor (3)     Total Power Output 3.24    Armour 0    Exp 16%

Thales Orbital  Gunboat Target Acquistion Sensor (1)     GPS 64     Range 1.1m km    Resolution 40

This design is classed as a Military Vessel for maintenance purposes
The invention of nuclear pulse engines combined with the concept of void carriers as means of power projections resulted in the unveiling of the first Achilles-class gunboats in 2095. They are much faster and better armored than their predecessors, and carry longer-ranged type 15 meson cannons as well. However, sacrifices were made to achieve this extreme level of speed, and the Achilles mount only a rudimentary active sensor suitable only for target acquisition purposes rather than area search. Furthermore, the living quarters are among the smallest and most spartan of all ships, rated for only a month-long independent deployment, severely limiting their strategic usefulness outside of their carriers and the colonies.

30 gunboats of this type are in service, 5 in each attack squadron of the two main carrier fleets, and 10 each in Home Defense Squadrons Alpha and Beta.

Moksha-class Light Carrier
Code: [Select]
Moksha class Light Carrier    9 550 tons     140 Crew     946 BP      TCS 191  TH 300  EM 0
1570 km/s     Armour 3-40     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 3     PPV 0
Maint Life 2.07 Years     MSP 186    AFR 243%    IFR 3.4%    1YR 58    5YR 873    Max Repair 75 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 195   
Hangar Deck Capacity 4000 tons     

Rolls-Royce 150 EP Nuclear Thermal Engine (2)    Power 150    Fuel Use 56%    Signature 150    Exp 10%
Fuel Capacity 500 000 Litres    Range 16.8 billion km   (124 days at full power)

This design is classed as a Military Vessel for maintenance purposes
RVS Moksha was the archetype for a sea change in Republic doctrine: the use of void carriers analogous to wet-navy carriers as a means of power projection given the limited fuel endurance of the gunboats. Unfortunately, her construction in 2094 on the eve of the invention of nuclear pulse engines meant that she was obsoleted less than a year after launch, owing to her speed. The Moksha-class is a carrier of barest essentials; she mounts no weapons or sensors at all, but she is still useful as a base for gunboats given the relatively luxurious accommodations for the gunboat crews. Her hangar space of 4000 tons was designed for an attack squadron of 5 Liu Bei-class gunboats, but also happens to fit a reduced squadron of 4 Achilles-class.

The sole vessel of this class in service is the Moksha, the lone ship of the Auxiliary Carrier Fleet.

Nelson-class Carrier
Code: [Select]
Nelson class Carrier    12 000 tons     208 Crew     1500.4 BP      TCS 240  TH 600  EM 0
2500 km/s     Armour 4-46     Shields 0-0     Sensors 55/22/0/0     Damage Control Rating 6     PPV 0
Maint Life 1.97 Years     MSP 469    AFR 192%    IFR 2.7%    1YR 160    5YR 2401    Max Repair 150 MSP
Intended Deployment Time: 18 months    Flight Crew Berths 225   
Hangar Deck Capacity 5000 tons     

Siemens AG 300 EP Nuclear Pulse Engine (2)    Power 300    Fuel Use 85.6%    Signature 300    Exp 12%
Fuel Capacity 500 000 Litres    Range 8.8 billion km   (40 days at full power)

Thales Orbital Active Search Sensor (1)     GPS 3200     Range 55.7m km    Resolution 40
Raymarine Electronics Thermal Sensor (1)     Sensitivity 55     Detect Sig Strength 1000:  55m km
Marconi Electronics EM Detection Sensor (1)     Sensitivity 22     Detect Sig Strength 1000:  22m km

This design is classed as a Military Vessel for maintenance purposes
The Nelson-class carriers are the keystone of Republic power projection, each carrying an attack wing of 5 Achilles-class gunboats. At 12000 tons of void displacement, they are the largest naval vessels in Sol, albeit not mounting any offensive armament. Instead, Republic fleet doctrine calls for the carriers to stay well clear of enemy fleets, powering down its engines and using its extensive passive sensor suites to guide its attack wing into a favorable attack or ambush position. The carriers also have updated active sensors, although these are only reserved for emergencies as their use would give away the carrier’s position.

Two carriers are in service with the Republic Void Navy, Horatio Nelson and Togo Heihachiro, forming the core of the First and Second Carrier Fleet respectively.

Marius-class Destroyer Escort
Code: [Select]
Marius class Destroyer Escort    4 500 tons     148 Crew     668.8 BP      TCS 90  TH 300  EM 0
3333 km/s     Armour 4-24     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 2     PPV 21
Maint Life 2.76 Years     MSP 232    AFR 64%    IFR 0.9%    1YR 44    5YR 660    Max Repair 150 MSP
Intended Deployment Time: 18 months    Spare Berths 0   

Siemens AG 300 EP Nuclear Pulse Engine (1)    Power 300    Fuel Use 85.6%    Signature 300    Exp 12%
Fuel Capacity 250 000 Litres    Range 11.7 billion km   (40 days at full power)

Channar Kinetics 200mm Railgun (3x4)    Range 120 000km     TS: 3333 km/s     Power 12-4     RM 3    ROF 15        4 4 4 3 2 2 1 1 1 1
Channar ES 200mm Railgun Fire Control (1)    Max Range: 144 000 km   TS: 3750 km/s     93 86 79 72 65 58 51 44 37 31
Atomenergomash Modular Pebble Bed Reactor (12)     Total Power Output 12.96    Armour 0    Exp 16%

Thales Orbital Active Search Sensor (1)     GPS 3200     Range 55.7m km    Resolution 40

This design is classed as a Military Vessel for maintenance purposes
The Marius-class destroyer escorts are the newest vessels of the RVN, with the first launch in September 2097. They were created to provide a second layer of defense for the Nelson-class carriers after they had launched their attack squadrons, when defense analysts pointed out that an empty carrier would be vulnerable in turn to ambush without using its active sensors. The Marius-class is unusual in not using meson cannons, instead mounting three powerful 200mm railguns with a range of 120 thousand km. Opinions are mixed over the effectiveness of such armament, while the railguns do far more damage than mesons especially at close range, the mesons immediately strike at internal components while railguns have to penetrate potentially large amounts of armor first.

Four DEs are currently in service: the Simon Marius and William Herschel with the First Carrier Fleet, and Giovanno Cassini and Christiaan Huygens with the Second Carrier Fleet.

Gallipoli-class Troop Transport
Code: [Select]
Gallipoli class Troop Transport    14 050 tons     125 Crew     472.2 BP      TCS 281  TH 600  EM 0
2135 km/s     Armour 3-51     Shields 0-0     Sensors 1/1/0/0     Damage Control Rating 1     PPV 0
MSP 21    Max Repair 50 MSP
Intended Deployment Time: 3 months    Spare Berths 3   
Troop Capacity: 2 Battalions    Cargo Handling Multiplier 10   

Daimler AG 200 EP Commercial Nuclear Pulse Engine (3)    Power 200    Fuel Use 6.19%    Signature 200    Exp 5%
Fuel Capacity 50 000 Litres    Range 10.3 billion km   (56 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes
The Gallipoli-class Troop Transport has a carrying capacity of 2 battalions of TNE troops at a speed of 2135km/s, and also mounts a reasonable amount of armor should she ever have the misfortune of entering a combat situation. Only one ship of this class is in service, used mainly for ferrying around ground units between the Galilean moons.

Others

The Republic is also in possession of the just launched RVS Andes, a geological survey vessel; a Barnard-class colony ship and a fleet of five Amirani-class freighters. Detailed specs of these ships and all of the above can be found in the second post.
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Hanzoku

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Re: Let's Play Aurora: Divided Humanity
« Reply #9 on: March 02, 2017, 07:47:38 am »

Huh, interesting. I'm guessing in SM mode, you researched up to 20cm railguns, then deleted the intervening techs? Or are you only listing the most advanced techs of each type?

*edit* How much input would you like from the outside? I'm happy to act as a corporate/shipyard character and submit ship, FAC and fighter designs for consideration for example.
« Last Edit: March 02, 2017, 08:27:07 am by Hanzoku »
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Sheb

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Re: Let's Play Aurora: Divided Humanity
« Reply #10 on: March 02, 2017, 08:06:00 am »

Kill the Federates!
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Azzuro

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Re: Let's Play Aurora: Divided Humanity
« Reply #11 on: March 02, 2017, 09:13:16 am »

Worlds of the Outer Systems Republic



Ganymede
Spoiler (click to show/hide)
Population: 380 million, Planetary Capital: Epigeus, Republic Capital: Ny Enhet
Ganymede is the largest and most populous world of the Republic, home to its entire heavy industrial base and the location of its shipyards. It is also host to the training facility of the Republic Army, and the State University of Ganymede produces officer graduates to fill its ranks every year. While endowed with a reasonable amount of local minerals, a substantial portion of its mineral intake comes from Io and Titan.

Europa
Spoiler (click to show/hide)
Population: 65 million, Planetary Capital: New Rome
Europa is the second most populous world of the Republic, and is its financial and scientific nexus, hosting twenty state-of-the-art research facilities. Europa’s average temperature is maintained just below freezing point, and its cities are located mostly on the northern and southern coasts of its single ice-ridden equatorial ocean, more than a hundred kilometers deep.

Io
Spoiler (click to show/hide)
Population: 25 million, Planetary Capital: Euboea Apex
Io is the innermost of the Galilean moons, and the mining breadbasket of the Republic. Extraction efforts are concentrated around the crowns of its numerous volcanoes, under the brilliant aurorae created by magnetosphere generators spaced around the moon’s Jovian meridian.

Callisto
Spoiler (click to show/hide)
Population: 20 million, Planetary Capital: Arcadia
The outermost of the four moons, Callisto is the least densely populated despite being nearly the size of Ganymede, with only four major civilian settlements next to the largest three crater lakes. Callisto is of paramount importance to the Republic Void Navy due to three factors: its fleet base located at the trailing pole (where all major warships are anchored for maintenance), the Callisto Deep Space Monitor Array (where the Navy keeps watch over the entire Jovian system) and the Callisto Naval Academy (providing the Republic with officer graduates).

Titan
Spoiler (click to show/hide)
Population: 10 million, Planetary Capital: Shangdu
The outermost inhabited body of Sol, Titan is the largest moon of the Saturnian system and the smallest population of the Republic. It is home to a small mining industry that sends minerals to Ganymede, but the majority of the workforce is employed in the ten massive terraforming installations pumping safe greenhouse gases into its atmosphere to raise its sub-zero temperatures, although the final temperature of Titan will never be enough for humans to live unaided. The Titan Listening Array also provides the Republic with sensor coverage over the Saturnian system.
« Last Edit: March 13, 2017, 11:12:20 am by Azzuro »
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Azzuro

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Re: Let's Play Aurora: Divided Humanity
« Reply #12 on: March 02, 2017, 09:20:16 am »

Huh, interesting. I'm guessing in SM mode, you researched up to 20cm railguns, then deleted the intervening techs? Or are you only listing the most advanced techs of each type?

*edit* How much input would you like from the outside? I'm happy to act as a corporate/shipyard character and submit ship, FAC and fighter designs for consideration for example.

I'm only listing the most advanced techs of each line to conserve space. The Republic has all techs below that. Also, I'm looking for ALL the input from readers. This is a LP where I take orders from the readers and play them out in the game, and ship designs are very much appreciated. You can play as a corporate character if you like, but the most Aurora supports for that is me renaming a shipyard(s) after you.

Otherwise, character signups are now OPEN. For these pre-game signups, things will be a bit different. Naval officers can request to be in command of a specific ship listed in the second post (and I'll rename it if it's a gunboat as those don't have names), likewise for ground officers and units. Civilian Administrators can choose from one of the five colonies available above, while scientists can choose from the list of scientists in the Europa spoiler.
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Hanzoku

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Re: Let's Play Aurora: Divided Humanity
« Reply #13 on: March 02, 2017, 10:08:46 am »

Press Release
Ganymede Aerospace announces plans for combat small craft based in part on their successful and common civilian shuttle designs. massing under 500 tons, the small craft will be buildable at ground-based factories, freeing up orbital shipyards for larger designs. Critics of the plan point to the research costs associated with the project, though the CEO of Ganymede Aerospace insists that the costs will be negligible compared to the full-sized components required for a larger warship.
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Sheb

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Re: Let's Play Aurora: Divided Humanity
« Reply #14 on: March 02, 2017, 12:26:48 pm »

I'd like to take command of the highest-ranking officer and be appoint Chief of Staff of the Navy.
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