Canis Minor"Give a speech at the military academy to encourage people to enlist. Level 3 training will be perfect. Grant special benefits for those who enlist, like free food and healthcare."
Advertising for the Imperial War Acadamy picks up and new recruits begin to stream in, the first classes quickly fill up and more people are trained to handle complex navigation systems. The first classes of level 2 education have begun and will expand quickly.
Have the design bureau design a fleet, with dedicated battle cruisers and support ships aswell, like supply vessels, mine sweepers, electronics warfare barges, troop carriers, etc.
A group of 3 fleets are designed.
Light interception fleet composed of 10 interceptors with Re-deployable E(lectronic)W(arfare) buoys and 2 Light Interceptor Corvettes.
Strike Fleet Consisting of 10 interceptors, 1 Carrier Frigate, 4 Corvettes and 2 Assault Frigates.
And a Seige Fleet with 40 interceptors, 1 Carrier, 8 Assault Corvettes, 4 Assault Frigates, 1 Battleship.
(note none of the ships have been designed, however design requirements have been laid out)
Have the orbital shipyard expanded to incorporate its own defence batteries and docking facilities, as well as to enlarge the docks themselves to make it capable to produce multiple ships simultaneously.
The orbital shipyard mounts a series of point defense weapons to protect it in a firefight, while relying on external ships for offensive maneuvers.
A Second destroyer class dock begins constructions however metal shortages force work to slow to a crawl.
Request a industrial and scientific status report.
Industry Report:
Currently the Metal stocks are zero. This is an all time low for Canis Minor. There is 1.2t of raw metal in the cargo holds that could be refined with the addition of a 2nd refinery allowing us to process more ore per turn. we would need another 2 refineries to have an outgoing faster than our incomming. Canis' industrial strength is its strongpoint. Our teams have the very best gear and processes as soon as they are discovered.
Science endevours are not as strong as our industrial cousins however SciCorp have a strong and effecient workbase. SciCorp's education system ensures a steady flow of information from the forefront of science to the populace.
Gungnir Industries"Create 2 more Wolf frigates from Lazarus station."
The station at lazarus completes 2 additional wolf frigates and your machinists report a metal shortage about to hit the colony hard.
"Create 5 more mining drones at the colony (now called Haven) and have them deploy on Freedoms Progress."
The drones are placed on order after the construction of the orbital stabilisers takes the last of the metal.
"Go back to the original liberal funding plan for Omer, and get Rosenthal to work on large cruiser designs"
Omer heads up 3 avenues of research: Advanced Engines, Mass Transport and Reinforced Steel each not going very far before encountering problems.
While Rosenthal peices together a large battlecruiser, initial designes for the "Nakamura" BattleCruiser begin to take form. More refinements and computer testing will comence next turn.
Orbital stabalisers++ are fitted and the station slowly corrects it orbit. A small party is held in the Rosenthal laborotories.
Project GUNGNIR Comes to a close, the final design is ready to begin manufacture. GUNGNIR Assault Battleship.
Gehenna"Improve living conditions on asteroid habitation, with extra heat radiators, heartier rations, and an observatory tower/leisure sector where citizens can relax and look upon the beautiful molten landscape."
Living conditions continue to improve with increased heat dissapators and heartier rations for those serving there. The observatory tower and leisure zone take some time to complete (next turn).
Revise Pit Dog production schematics. Apply more armor to identified weak spots and reinforce critical systems.
The Pit Dog upgrades from an Attack Frigate to an Assault Frigate with increased armour and an additional redundancy system installed. (now Triple redundant).
Increase Metal+ armor production to cope with demand. Set the chemical plant and fusion reactor to carbon compression.
Both stations fusion reactors lend their power to the production of Arc class Armor.
Nono EntromiyboDo tests on perfection of Nonipan race on science base.
Genetic testing on the perfection of the Nonipan race reveals a number of irregularaties to a "pure" sample of human DNA however the irregularaties provide a resillaince against a number of maladies.
Put more autistic people/hypergenius codebreakers into the language. Also put genius children still learning the Hectation that Nonipans speak into the group. Their young minds should pick it up and they should become fluent.
The additional work into the Hylians language reveals more words and a rudimentary knowledge is yours. (language unlock in 2 turns)
Create food.
Using the same cloning vats as earlier a massive ammount of mass produced crops are created. Slowing population growth via cloning slightly.
ThimaiContinue building that station.
The stations construction begins anew, with paneling being created and the first rooms taking atmosphere begin to come online the place is alot more comforting. The station is ready for its first occupants and when the colony ship returns the final stage of construction simply needs more manpower.
Have the colony ship at C return, we need it.
The colony ship bids farewell and engages is cruise engines again (next turn arrival)
Try to identify important materials on the irradiated planet.
Identification of important matierials begins, heavy metals are prominant on the planets surface with a small mixture of strong yet light alloys.
XexelithContinue construction on science base
The bases construction is swift and the first habitat is finished. housing the scientists as they begin their research (+1 science!)
Continue traveling (if i dont have to say this research more on the secret weapon)
Refinements to Project Xysterial continue, Scientists propose a working prototype in as little as 5 turns.
Research superconductors more
The first superconducting material taken from an alloy found in the asteroid belt by your mining ships could be a benifit to many areas of the colony. First and foremost Project Xysterial.
Bonus: Random ship guide. (some are locked since they havent been discovered)Ships: (smallest to largest)
Interceptor (little more than men riding pulse engines with guns attached, the average interceptors lifespan in combat is 17 minuites.)
Fighter (Good vs other small craft, and the occasional missile)
Bomber (Good for assaulting big things, generaly has a light high RoF Weapon and a large bomb or several attached)
[Classified]
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Corvette (Stripped down, resized frigate. Faster than a frigate, good for strike actions but not so usefull in full assaults, other than perhaps as a meatshiepd)
Freighter (engines strapped to a box. not much more to it. sometimes the odd weapon is mounted to it as a deterrant or as point defense)
-
Frigate (All purpose frigates. Agile, well armed, well armored. And can be equipped for damn near anything.)
Destroyer (The frigates bigger brother. combines the arnament of a frigate with more armor and one or two large weapons. either dorsal turrets or prow lances)
Cruiser (Cruiseres are the next largest omni ship, everything from Assault to Command modules can be fitted in this ship)
[Classified]
Battleship (Just about a little of everything in a battleship, from fighter bays to command centers, the battleship features a strong arnament and good speed (for something this size) its only letdown is its armor, its lighter variants sitting on par with a cruiser.)
Super Frieghter (What if we added more boxes, and more engines? its still a box with engines but with a cargo hold large enough to hold a destroyer and have room to spare you can get your frieght from A to B when its needed.)
Dreadnought ( The Dreadnought simply IS the immovable object. Dreadnoughts posess the highest armour and focus on impenatrable point defense and an array of prow lances.)
Carrier (The carrier can mount alot of weaponry. Assault variants matching Battleships in arnament. The carriers strong point is the sheer number of modules it can fit. however each decreases its cargo capacity.
[Classified]
Ships have a few defining traits.
Light, Medium, Heavy. (these are size and weight often a Heavy mounting more weapons than its light variant along with larger armour and larger engines. and all around bonus)
If a Ship doesnt have one of the following it is simply "balanced" for its role.
Assault (Assault variants pack a big punch, with a slight boost in armour to help)
Attack ("More speed cap'n!" Hit and run tactics are an attack ships speciality. a faster engine allows the ship to be out of range before the turrets can even track them)
Seige (The seige variants are designed to be front line ships, posessing high armour often at the expense of weaponry)
Command (Ships able to take tactical controll in the field. providing bonuses to targeting and tactics in the field)
Carrier (Need to re-arm or re-fit in a hurry? cant afford to go back to base? A carrier is your ship. able to refit and re-arm lighter strike craft in the field. Able to adjust fighters to be bombers in a pinch. and bombers to be fighters. Not as effective as their dedicated bretherin but more effective than they were.)
Freighter (Ships converted to carry boxes, not bullets. Many ships can be freighter class, often used as support vessels re-arming any ship that needs it after a decisive battle, or perhaps a necessity for a colony, if you have no frieghters, use a frieghter carrier.)
E-War (ships with the very best in electronic warfare gadegtry. a large target for the opposotion but while its alive the damage it can do is measured in the survival of your crew.)
[Classified]
[Classified]
Sorry, as i said spending week at parents. next update is for Hexed- Tales of the gods. (we will resume normal schedule Tuesday next week)