Traveller, The Rise of Empire: A Naval Design, Procurement and Command Quest

[X] Plan: Great White Space Fleet
[X] Plan: Dwarven Dreadnaughts
We're not going to have that many ships no matter what, so I think building ships that can't take damage is a bad idea. We need our crews to come home alive, and our ships to fight another day!
 
1-5: Navy Day
Adhoc vote count started by 4WheelSword on Jul 12, 2024 at 5:51 AM, finished with 54 posts and 29 votes.

  • [X] Plan: Great White Space Fleet
    [X] Plan: The Navy we have at Home. Missile Version
    -[X] At home, as a defensive conflict
    -[X] Small, numerous ships that can overwhelm an opponent.
    -[X] Missiles (Manoeuvrable, Nuclear Capable)
    [X] Plan: The Navy we have at Home
    -[X] At home, as a defensive conflict
    -[X] Small, numerous ships that can overwhelm an opponent.
    -[X] Particle Accelerators (Long Range, Hard hitting)
    [X] Plan: I cast Throw Rock
    -[X] At home, as a defensive conflict
    -[X] Large, survivable ships that can dominate an engagement.
    -[X] Missiles (Manoeuvrable, Nuclear Capable)
    [X] Plan: Dwarven Dreadnaughts
    -[X] At home, as a defensive conflict
    -[X] Large, survivable ships that can dominate an engagement.
    -[X] Particle Accelerators (Long Range, Hard hitting)
    [X] Plan: Arsenal Ships
    -[X] At home, as a defensive conflict
    -[X] Write-in: Large ships that can saturate the enemy from outside the range of reprisal.
    -[X] Missiles (Manoeuvrable, Nuclear Capable)
    -[X] Write-in: Even more missiles (and some point defence lasers)
    [X] By a combined defensive/offensive force.
    [X] Particle Accelerators (Long Range, Hard hitting)
    [X] OPLAN Quarrel-and-Pavise
    [X] Write-in: A 70/30 split fleet building plan of smaller jump capable craft focused on swift hitting assault and heavy intrasolar ships capable of weathering and dominating heavy fleet engagements to defend our system
    [X] Write-in: Divert a small amount of weapons funding to research further technologies in railgun and torpedo weapons while keeping the majority of our weapons funding on Particle Accelerators
    [X] OPLAN Quarrel-and-Pavise
    -[X] By a combined defensive/offensive force.
    -[X] Write-in: Medium-class vessels designed with the best in weight-class of defensive armor, well-fueled jump drives, overlapping point-defense systems, and offensive ECM suites, built to fight beyond the visual range both offensively and defensively by detecting, acquiring, and disabling any threat well before either a hostile invader or a foreign power's defensive screen can assemble a response to our well-coordinated fire.
    -[X] Particle Accelerators (Long Range, Hard hitting)
    -[X] Prototype Torpedoes (Semi-Manoeuvrable, Multi-mission)
    -[X] Write-In: variable-energy laser systems intended for both point defense against enemy missiles and close-range combat against both large and small vessels.
    [X] Write-in: Medium-class vessels designed with the best in weight-class of defensive armor, well-fueled jump drives, overlapping point-defense systems, and offensive ECM suites, built to fight beyond the visual range both offensively and defensively by detecting, acquiring, and disabling any threat well before either a hostile invader or a foreign power's defensive screen can assemble a response to our well-coordinated fire.
    [X] Prototype Torpedoes (Semi-Manoeuvrable, Multi-mission)
    [X] Write-In: variable-energy laser systems intended for both point defense against enemy missiles and close-range combat against both large and small vessels.


Fundamentally, the question of Doctrine falls to you, as the seniormost body in the Navy.
Plan: Great White Space Fleet
- A combined defensive/offensive force.
- Write-in: A 70/30 split fleet building plan of smaller jump capable craft focused on swift hitting assault and heavy intrasolar ships capable of weathering and dominating heavy fleet engagements to defend our system
- Particle Accelerators (Long Range, Hard hitting)



Doctrinal Decisions
The future of the Home Navy is laid out in bare detail for the fiftieth anniversary of the Navies founding; whatever budget offered will be split between the defence of the system and a collection of ships that have the capacity for offensive action.
- Small, fast ships, perhaps similar in construction to our extrasolar scout, will be equipped with Jump Drives and advanced particle accelerator weapons and trained for combined action against larger and more significant threats when penetrating an aggressors system.
- Larger, more survivable ships will be constructed for defence of the Home system, more advanced and more capable than the System Defence Destroyers currently in service. That being said, there is nothing inherently wrong with the SDD design, and some within the Navy argue that simply building more of them would be better than developing a new design.

The government celebrates this new Doctrine that is developing within the Navy, that is moving with the times and looking forwards towards a better, brighter future with Home leading a great gathering of Humaniti into advancements as yet unimaginable. A great celebration is announced within each of Home's cities, with the day being declared Navy Day before the Citizen's Council retires to coordinate just what will be available to this new navy for its building program.



Budget, Yards, Crew
With an approved doctrine, a plan for the future and an understanding of the Navies goals for the next five to ten years, it is time to get to work:
Budget: The Navy has been granted up to nine billion credits per annum in discretionary spending. This years spending currently amounts to:
- 717.51Mcr for the construction of two Interstellar Surveyors.
- 9.54Mcr for the maintenance and life support costs of the current fleet of five warships.
- 7.01Mcr for the salaries of the officers and enlisted sailors aboard those five warships.
The Navy has 8,265.94Mcr available for the coming year. Any unspent money will be reinvested into the Home system.
Dockyard Space: The Navy maintains enough yard space to maintain its fleet and to construct up to 8,000 tons of vessel at any time. Currently, 1,400 tons are in use for the construction of the two Interstellar Surveyor class Jump ships. The Navy has 6,600 tons available for construction at this time.
Pilots: Astronavigation is a complex and messy task and while much of the work is handled by computers, a human 'pilot' is required for several vital operations as part of the jump process. It is estimated that a populations the size of Homes will produce around 35 pilots, of which four will be assigned to the Interstellar Surveyor class ships.

Speaking of the Interstellar Surveyor, the first Titanium-Steel has been cut for both classes, and while many records still indicated them as IS-001 and IS-002, they have also been assigned actual names. They will be the HSWS Heimdall and HSWS Janus.

The deckplan of the Interstellar Surveyor



The Next Steps
If we are to develop our Navy, and especially the jump-capable squadrons of the Navy that are so necessary for our doctrinal requirements, we must develop a rapport with our naval architects to produce diverse designs that can respond to requests with specific and capable designs. Let us begin by laying out the requirements for our Jump Warship -
Please create a plan from the following options:
Our ships must devote ten percent of their mass to fuel per parsec they wish to jump, with each jump requiring a weeks travel. What range should our warships be capable of?

[ ] One parsec, with fuelling occurring before they can jump again (requires scoops or the design of a refuelling barge).
[ ] Two parsecs, with there and back again being a possibility.
[ ] Four parsecs, two out and two back.
What should the principal weapon of the ship be? This will affect minimum size and plant rating.
[ ] Multiple small particle barbettes, trading single shot punch for the likelihood of scoring a hit.
[ ] A single small particle cannon bay of 50 tons.
[ ] Multiple small particle cannon bays, for heavy firepower.
[ ] A single large particle cannon bay of 100 tons.
[ ] Multiple large particle cannon bays, similar to the SDD-class.
What are we willing to make compromises on (Choose as many as appropriate)?
[ ] Armouring - These ships must be fast and powerful.
[ ] Acceleration - Our drives are functional enough, we want survivability.
[ ] Weapons - The longer we can put fires on target, the more likely we are to win.
[ ] Something else - write in.
Do you have any other notes for the Architects?
[ ] Write-in - For example, a price maximum, a tonnage maximum, or even a crew maximum.
 
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[ ] One parsec, with fuelling occurring before they can jump again (requires scoops or the design of a refuelling barge).

Every parsec of jump distance, while rediculously short in interstellar distances, imposes a strict 10% of the entire volume of the ship be given over to fuel. Minimizing this is key.

[ ] Armouring - These ships must be fast and powerful.
[ ] Acceleration - Our drives are functional enough, we want survivability.
[ ] Weapons - The longer we can put fires on target, the more likely we are to win.

Tricky. One would think that SIX Gs acceleration would be more than enough for anyone-hell, interplanetary civilizations can do just fine with .1 g. But we just built a 'bare minimum' scout which was 20% armor steel by volume, and the whole point of the doctrine is weaponry. So, I think we'll probably wind up cutting acceleration to be more dorfy.
 
Every parsec of jump distance, while rediculously short in interstellar distances, imposes a strict 10% of the entire volume of the ship be given over to fuel. Minimizing this is key.
Agreed, but there are three considerations:
1. What's needed for refuelling? Infrastructure? Presence of gas giants? Can you perhaps recharge in empty space?
2. How far away are the systems we are interested in? Perhaps we could get a map?
3. Ships meant for battle ought to be able to make at least one emergency jump, in case we need to run or get somewhere ASAP.
 
Agreed, but there are three considerations:
1. What's needed for refuelling? Infrastructure? Presence of gas giants? Can you perhaps recharge in empty space?
2. How far away are the systems we are interested in? Perhaps we could get a map?
3. Ships meant for battle ought to be able to make at least one emergency jump, in case we need to run or get somewhere ASAP.
1. Gas giants, water worlds with a streamlined ship and the ability to refine water into hydrogen. That's if a ship has scoops. A ship without scoops will need a tanker.
2. Here's a map!

Each hex marks 1 parsec from its neighbours.
 
Write in for the compromise

[ ] Small Ship Amenities - The smaller ships of the fleet will only be provided the bare minimum of crew comfort and livability in order to maximize their mission capabiliy.
 
1. Gas giants, water worlds with a streamlined ship and the ability to refine water into hydrogen. That's if a ship has scoops. A ship without scoops will need a tanker.
1. Wait... Our scout doesn't have scoops. It's basically useless for scouting then, it can only visit the adjacent hex and come back.
2. We could also use a summary page, where all our designs, maps and other numbers can be easily referenced.
 
I think we need a minimum of two parsecs of range. Having ships not capable of retreating from a bad engagement feels really, really risky.
 
1. Wait... Our scout doesn't have scoops. It's basically useless for scouting then, it can only visit the adjacent hex and come back.
2. We could also use a summary page, where all our designs, maps and other numbers can be easily referenced.
1. That is correct. We can always block two them once scoops are uhhhh once i work out what TL scoops are supposed to be because I have a funny feeling they're TL9.
2. Don't worry, I'm working on it.
 
Hmmm... In that case, our first order of business should be to spam refuelling stations in all nearby empty hexes. I assume that if a hex is empty that means it has no settled systems, but can still be claimed and used for refuelling?
[ ] Small Ship Amenities - The smaller ships of the fleet will only be provided the bare minimum of crew comfort and livability in order to maximize their mission capabiliy.
Isn't that the case already? It's a warship, it obviously won't have crew comforts. Our existing blueprints mention storage space, which seems to be tied to operations time. We could perhaps fiddle with those, but even then the gains might not be significant.
 
Isn't that the case already? It's a warship, it obviously won't have crew comforts. Our existing blueprints mention storage space, which seems to be tied to operations time. We could perhaps fiddle with those, but even then the gains might not be significant.
Military vessels can get REALLY uncomfortable. If you notice, the crew deck has separated rooms for crew bunks. The idea with the write in is that you don't have a bed or room. You have a cot that if you're lucky only 2-3 other people share with you and every cot is in the same room. There's exactly 2 shower heads for all of the enlisted personnel, and the kitchen serves double duty as the pantry. Basically, take the idea of something the size of an Arleigh Burke Destroyer, but with the living accommodations of an Ohio-class Submarine. But then use all that additional space for hardware and weaponry.

Edit;
Added: "But then use all that additional space for hardware and weaponry."
 
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I'm definitely willing to switch to using barracks for enlisted sailors instead of staterooms, if that's what ends up winning the vote.
 
[X] Plan: Death Cannon Swarm
-[X] Two parsecs, with there and back again being a possibility.
-[X] A single large particle cannon bay of 100 tons.
-[X] Armouring - These ships must be fast and powerful.

Basically a big gun that can hit really hard if it hits. Two Parsecs so it can operate without needing a whole support train necessarily. And otherwise the plan is to swarm an good target and run away if that's appropriate.

If there are special considerations people want added, feel free to ping me.
 
Plan Hobbit's Holiday
[X] Two parsecs, with there and back again being a possibility.
[X] Multiple small particle barbettes, trading single shot punch for the likelihood of scoring a hit.
[X] Armouring - These ships must be fast and powerful.
[X] Write-in design notes - Assuming it's lighter than armor, maximize ECM capabilities, so we're as difficult to pin down and hit as possible.
 
[X] Plan Uncomfortable Hobbit's Holiday
-[X] Two parsecs, with there and back again being a possibility.
-[X] Multiple small particle barbettes, trading single shot punch for the likelihood of scoring a hit.
-[X] Armouring - These ships must be fast and powerful.
-[X] Write-in design notes - Assuming it's lighter than armor, maximize ECM capabilities, so we're as difficult to pin down and hit as possible.
-[X] Small Ship Amenities - The smaller ships of the fleet will only be provided the bare minimum of crew comfort and livability in order to maximize their mission capabiliy.


Edit:
Strikethrough + I actually don't like this, Imma rework it real quick.
 
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1. Wait... Our scout doesn't have scoops. It's basically useless for scouting then, it can only visit the adjacent hex and come back.
Its shuttle can scoop for it, right?

Nevertheless, I really hate ships that can't get there and back again on a single tank. I know it's a pain in the dtonnage, but unless it's operating as part of a well-provisioned fleet a starship should be able to make two jumps, at least a max range jump and an emergency jump-1.

This breaks down once you get above J-2, sure.
 
[X] Plan Space High/Low
-[X] Two parsecs, with there and back again being a possibility.
-[X] Multiple small particle cannon bays, for heavy firepower.
-[X] Small Ship Amenities - The smaller ships of the fleet will only be provided the bare minimum of crew comfort and livability in order to maximize their mission capability.
-[X] Small Ships Lack Armor - Our Small ships must be fast and powerful.
-[X] Large Ships Acceleration - Our drives are functional enough, we want Large Ship survivability.
-[X] Architect Notes: For purposes of build doctrine, Small Ships will be considered anything 1500 tons or less, at least to start

The main idea is to really differentiate and specialize the roles of small and large ships in the fleet. Not 100% on the tonnage restriction though.
 
but with the living accommodations of an Ohio-class Submarine.
SSBNs actually have really good accomodations (think of Project 941's famous swimming pool). The main limit on your ability to hide in the deep ocean is the crew's well-being, so AIUI they're some of the comfiest places in their respective navy. SSNs/SSKs, on the other hand, are much worse.

Anyways, taking inspiration from Soviet submarines and their use of automated/mechanized systems to reduce size, I'm going to tweak the write-in a bit:

[X] Plan: Hobbittronics
-[X] Two parsecs, with there and back again being a possibility.
-[X] Multiple small particle cannon bays, for heavy firepower.
-[X] Armouring - These ships must be fast and powerful.
-[X] Write-in - Reduce the size of crew accomodation requirements through extensive use of automated systems and compromising somewhat on crew amenities (e.g. hot-bunking).
-[X] Write-in - Assuming it's lighter than armor, provide ECM capabilities, so we're more difficult to pin down.
 
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Not entirely sure we're choosing the advantages/tradeoffs in this decision just yet. The vote is calling for where we're comfortable with having compromises/sacrifices, not necessarily what we want to trade off for right now. Unless I'm really reading too far into it.
 
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