If you do not go all in on the dockyard spend only 120M on it and 20M more on the cruiser that way it can be completed next turn even without the dockyard complete as my plan makes use of the fact that we can spend 20M more one a single ship once the dockyard is complete to finish the cruiser next turn.
looking at our existing squadrons the heralds in the 4th have cargo bays so we can decide if we want to send them there during the next vote.You could. Whether it survives to get there and back is another question.
Although, deployment orders are given via Squadron. Not singly.
I don't like how this plan cuts our support for Yttreum down to a few scraps. Honestly, I'd much rather put off the defense platform until next turn. And as for the defense platform, I think including both the Bastion housing and the exoskeleton support bays is overkill, and a repair deck would be far more useful.[X] Plan: Building the Bulwark
-[X] 120M on Drydock
-[X] Build 1x Columbiad-class Defense Station at Uniary (39M 2A)
--[X] Hull: Trench-class Small Defense Platform (3M)
--[X] Weapon: Farstrike Lance (4M 1A)
--[X]Weapon: Standard Macrocannon Battery MkII (4M 1A)
--[X] Weapon: Cove-pattern Hanger + Savior S-1 Multirole (5M)
--[X] Defense: Bubble-type Rapid Shield (6M)
--[X] Defense: Scaffold Armor (2M)
--[X] Utility: Cargo Hold (0M)
--[X] Bridge: Groupsight Combat Bridge (4M)
--[X] Sensors: Distributed Array Auspex (4M)
--[X] LS: Essential (2M)
--[X] Housing: Bastion Pattern Housing + Exoskeleton Support Bays (5M)
-[X] Repairs and replacements (98M)
-[X] Add 2 broadside hangers, a Merchant Bridge & Distributed Array Auspex to the Bulk Hauler (32M)
-[X] 1st Calavar Armored Army add elite Infantry and Levy walkers (2M 1A)
-[X] The Ashen Legion add elite Infantry
-[X] Give the Khornate Armed Merchant Hull to Yttreum 7M to add parts
-[X] 2x Thermo-Cavitation Shells (2M 2A)
Modified sunrise's plan to finally get us a defense station, so we don't put it off any longer. Columbiad was a type of long-range cannon used in coastal defense, which felt fitting for the general Age of Sail feel that the Imperial Navy gives off.
The defence platform is to reinforce one of the liberated systems so we don't have to patrol it all the time, it won't stop a determined attack but it will discourage the enemy from just casually taking those systems while our backs are turned.I don't like how this plan cuts our support for Yttreum down to a few scraps. Honestly, I'd much rather put off the defense platform until next turn. And as for the defense platform, I think including both the Bastion housing and the exoskeleton support bays is overkill, and a repair deck would be far more useful.
Yeah, obviously that's what it's for, and I do want it, I just don't think it's absolutely critical this turn, since the Chaos forces are going to be pretty preoccupied for at least a turn or two. Yttreum is probably a lot more time-sensitive; they've got fighting going on right now.The defence platform is to reinforce one of the liberated systems so we don't have to patrol it all the time, it won't stop a determined attack but it will discourage the enemy from just casually taking those systems while our backs are turned.
On the balance pass I bumped them up to account for the new machinery.
So we'd be spending 4M for the mark 1 macrocannons, and 9M for the mark 2? Ouch. I hope we'd be getting tons more industry in that case. OTOH, the prices we have been seeing aren't that far off from (effectiveness^2)/2, so I guess you could use that as a rule of thumb going forward.On the balance pass I bumped them up to account for the new machinery.
What I SHOULD have done from the start is make the default cost of something more like the square of its effectiveness but c'est le vie. This is more for the story than difficulty.
By the way, are you going to update the naval intelligence and diplomacy posts, or not until the strategic phase?
I take it that this is where upgrading, rather than just developing a new systems shines? Because you get a better result compared to the old system, but you don't get the price tag that would be attached if you developed a new system with the same capabilities as the upgrade. Of course, it does come at the cost of being unable to add fancy new capabilities that weren't expected to be installed in the previous model but there's always a cost somewhere.On the balance pass I bumped them up to account for the new machinery.
What I SHOULD have done from the start is make the default cost of something more like the square of its effectiveness but c'est le vie. This is more for the story than difficulty.
To get the performance it would still be roughly the same thing but I have to confess that I am not positive I know what your post was trying to communicate.I take it that this is where upgrading, rather than just developing a new systems shines? Because you get a better result compared to the old system, but you don't get the price tag that would be attached if you developed a new system with the same capabilities as the upgrade. Of course, it does come at the cost of being unable to add fancy new capabilities that weren't expected to be installed in the previous model but there's always a cost somewhere.
That's what escorts are for. This hull is never going to be one we want in slugging matches, so we want a long-range weapon on it. That does mean that if something gets in close it'll need the rest of the fleet to rescue it, but we're not about to send it anywhere without a fleet in support, so I don't really see a problem there. Mark 1 macrocannons, meanwhile, are short ranged and not very good against serious warships.@DaLintyGuy is the Khornate hull even safe to give to Yttreum given its previous owners being Chaos cultists?
Has our AdMech contingent certified the purity?
Edit: also @Vanigo why torpedo tubes instead of guns for the bulk hauler? If we do that it'll have nothing to protect itself with against a raider that slip past our fleet for example.
It's safe. Enough.@DaLintyGuy is the Khornate hull even safe to give to Yttreum given its previous owners being Chaos cultists?
I was basically asking if upgrading a component/design was better than designing a new one because if you upgraded something, then it's cost didn't increase to the square of it's new capabilities but rather more than before but not that much more. On the other hand, there are restrictions to how much you can 'push' a design via upgrading it before it's easier to develop a new design, and just upgrade it to be cheaper with the same capabilities.To get the performance it would still be roughly the same thing but I have to confess that I am not positive I know what your post was trying to communicate.
As awesome as that sounds, it would probably also be ruinously expensive, even without taking into account that torpedoes aren't very accurate weapons in this universe.So i just started readin this and ive noticed that theres a bonus for "bomb pumped lasers" thats not been spent along with a "torpedo" development bonus.....maybe make a bomb-pumped laser torpedo? Lance Torpedoes?
The difference would not be very pronounced in that case though I suppose it would be there.I was basically asking if upgrading a component/design was better than designing a new one because if you upgraded something, then it's cost didn't increase to the square of it's new capabilities but rather more than before but not that much more. On the other hand, there are restrictions to how much you can 'push' a design via upgrading it before it's easier to develop a new design, and just upgrade it to be cheaper with the same capabilities.
While more expensive due to needing stand off sensors and having to batter down shields because it's a laser weapon, bomb pumped torpedoes are more accurate in the sense they don't need to maneuver to hit the target or pass through most PD screens.As awesome as that sounds, it would probably also be ruinously expensive, even without taking into account that torpedoes aren't very accurate weapons in this universe.