Huh. This is Pioneer when Coilgun Lance Extended is Advanced?

Been meaning to ask. Is this All or Pioneer?

Okay, so there's no Dreadnought after all?
In order:
Making a better electromagnetic shotgun is a tad bit harder than merely making its munitions fly further.
All three are Pioneer-level research.
None that you managed to find. It either went away, or it never existed and was a false-positive.
 
In order:
Fair, okay (so you should get rid of All in the tagline then), and good. Also, you need to correct the month in the threadmark. Month 6 has been repeated.
 
So looking tough actions we are done with psychology stuff, we did unlocked a lot of propulsion wich includes a better airscrew and propeller. Secrets of circuit is halfway done basically meaning we can do do a friend in code and radio catterweb next.

We probably should start the metallurgy research next so we can properly armor the airships. Specifically the research after that one since we probably will get some lighter armor. DoD still need to be up armored it being killed would be bad.

In good news once the breth is done we probably can drag that intact warship into service.
 
So, in terms of pushing Airship construction forward what we need is Power Generation.

The only thing stopping us from making a flying sausage bristling with guns is that we can't power them all. Our current ratio is one Coilgun per Large Engine and a Coilgun Lance needs at least two generators.

We really need more power if we want an Airship to only use the cool weapons.
 
We also may want to look on the improved propulsion methods and metalurgy that are low hanging fruits we already have the research for.
But yeah More steam is the first research on the cahin to make really big batteships.
 
I think stuff like planes and non suspendium flight is on the Aerodynamics tree rather than the Propulsion tree.

On the other hand, we are going to shake the markets pretty hard, so I would be fine with waiting a couple of turns before getting back to this.

We are going to make the bean counters suffer enough with the Caravaner Mk2.
 
The better airscrew is because our ships still lags behind the imperial standard. So yeah advance airscrew for our big ships, better propeller and honestly a fuckton of stuff for planes.

More steam is key on both aspects trough.
 
We've got plenty of time to wait, between the introduction of the Mk 2 and the Militant. That said, one thing I would also add is that we also might be able to reduce coilgun power consumption through continued improvement and miniaturization. So we may want to take a crack at that also, before the contest deadline.
 
Don't know about miniaturization research yet. We have pretty good coilgun designs already. The fact that a coal engie even power that thing says something. And we have a lot of research that we could be done with the same effort that would make for a better overall airship.
 
Yeah, making things smaller isn't really what you want when talking Ship sized guns, most of the time you want your guns to be bigger.

Actually, @MrRageQuit would you mind switching Automation for Vision Beyond Sight? We are not in a position to really benefit from automating our industry as losing the jobs would mean a loss of income for a lot of the poorer (read Mutated) population.
 
Actually, @MrRageQuit would you mind switching Automation for Vision Beyond Sight? We are not in a position to really benefit from automating our industry as losing the jobs would mean a loss of income for a lot of the poorer (read Mutated) population.
1. Thing is if you look closely, it's not going to produce Holding actions for automation, just a Base (read Tree of Knowledge) and more Learning actions.
2. I'm hoping that completing Automation will help push us towards reducing the losses in Eternal Helpers.
 
making things smaller isn't really what you want when talking Ship sized guns, most of the time you want your guns to be bigger.
Kinda, there's some benefit's in having smaller guns as long you can penetrate enemy armor but the main problem with miniaturization is more about the making the coilgun equivalent of a minigun (wich gets it's name due being a miniaturized autocannon).

It would probably give a mean heavy weapon slot for power armored troops but not making the coilguns more efficient, that is more about researching on material sciences.

Automation for Vision Beyond Sight?
Actually if you are changing automation we probably want something like Radio catterweb, Tiantemu Alloying or more steam. Radar would take some time to pay off. Since primitive iterations of tech are always a bit scruffy.



Ah but this mad me remember a thing, we probably should tell the empire we are about to make a military viable airship, and give them a heads up on legislation department.
 
You really think IntSec doesn't know already?
It's more a courtesy/propriety thing.

"Hey we are loyal subjects of the empire and yes, obviously we know you know about it already but rather than just assume we are telling you that we are ready to produce the first military airship that is decent by our standards."

Also we don't really have much of a diplomacy actions right now.
 
Ah but this mad me remember a thing, we probably should tell the empire we are about to make a military viable airship, and give them a heads up on legislation department.
I think we will do so automatically, especially once we start building an assembly line for it. After all, who is more likely to buy a miltary airship than the military?

On the legislation front, that is entirely on the emps and we shouldn't need to warn him to do it.
 
[X] Plan: Hopefully A Good Dream
-[X] [Faith] Feed The Masses (Tessen) - (2/6 Turns Complete)
-[X] [Faith] A Helping Hand
--[X] (6FF) = +6
-[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Marquess of Tessen) - (0/2 Turns Complete)
--[X] (Ashleaf Tea +15, 6FF) = +21
-[X] [Diplomacy] School The Diplomat-Corp - (Specialized) - (Military) - (0/2 Turns Complete)
--[X] (Ashleaf Tea +15, 6FF) = +21
-[X] [Subversion] Cover of Body - (2/8 Turns Complete)
-[X] [Martial] Menagerie - (Common) - (2/8 Turns Complete)
-[X] [Martial] Scout Out - (TP-05) - (Rust Scouts)
--[X] (6FF) = +6
-[X] [Learning] Prototype Unique Designs - (Caravaner Mark 2) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics) - (0/2 Successes)
--[X] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50) = +70
-[X] [Learning] Prototype Unique Designs - (Militant) - (Common Mechanics/Hydraulic/Armor/Machinery/Metallurgy/Physics) - (0/5 Successes)
--[X] (Scientific Theory +15, Black Box +5, Soaring Wrenches +50, Adjudicator +25, 1[SC] +12) = +103
-[X] [Learning] Coilgun Repeater - (Advanced Electronics/Weaponry) - (0/5 Successes)
--[X] [DoD], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80) = +100
--[X] (Crossbow Loader +20 to Advanced Weapons) = +20
-[X] [Learning] Secret Of The Circuit Pt. 4 - (Pioneer Electronics) - (19/40 Successes)
--[X] [DoD], [MSC], [VF], [In The Name Of Education], (Scientific Theory +15, Black Box +5, Electronics Manufacture +80, 5[ENG] +70, 1[SC] +12) = +182
--[X] (60x Bunker Electronic Artifacts +5 to Electronics) = +300
-[X] [Learning] Radio-Chatterweb - (Electronics/Advanced Electronics/Programming/Machinery) - (0/14 Successes)
--[X] (Scientific Theory +15, Black Box +5, We Can Do It! +20, Trauma: Common People Purge Survivor -5, 1[TSC] +18) = +53
--[X] (3x Bunker Manufacturing Artifacts +5 to Machinery/Hydraulics, 8x Malicious Scrap Code +20 to Advanced Programming, 7x Bunker Programming Artifact +20 to Advanced Programming) = +315
-[X] [Archeology] Prepare an Expedition - (VO-01) - (4 Turns Prep = 8 Turns Exp) - (House Mirn support: N) - (3/4 Turns Complete)
-[X] [Archeology] Prepare an Expedition - (TL-02) - (2 Turns Prep = 4 Turns Exp) - (House Mirn support: N) - (1/2 Turns Complete)
-[X] [Archeology] Search The Deep Oasis - (The Overgrown Hydroponics) - (0/3 Turns Complete)
--[X] (6[ENG] +84, 6FF) = +90
-[X] [Tree of Knowledge] Berth - Large - (3/7 Turns Complete)
-[X] [Tree of Knowledge] Medical Wing - Grand - (2/5 Turns Complete)
-[X] [Holdings] House Dall Barracks - (4/7 Turns Complete)
--[X] Hire Contractors x2
-[X] [Holdings] Large Tool Manufactury - (10/15 Turns Complete) - [Sandcrete]
--[X] Hire Contractors x3
-[X] [Holdings] Academy of the Fools - (11/14 Turns Complete)
--[X] Hire Contractors x2
-[X] [Martyris] Communion of Unsight
--[X] What is the "Dream Underneath A Tree's Boughs"?
--[X] What can you tell me about the Librarian?
-[X] [Martyris] Too Much To Do (Prototype Unique Designs - Militant)
-[X] [Aria] Too Much To Do (Radio-Chatterweb)
-[X] [Merchants] Faith to the People - (Tessen) [-50 Goodwill]
-[X] [Adventurers] Guardians For Hire (Asylum - Jokvi)
-[X] [Herbalists] Study Sessions - (3/7 Turns Complete)
-[X] [4S] In The Name Of Education - (Secret of the Circuit Pt. 4) [-3.5 Goodwill]
-[X] [Vanar-Feer] Unlimited Specialists Galore
--[X] (10x Common Engineers) - (1/6 Turns Complete)
--[X] (1x Trained Scientist) - (4/10 Turns Complete)
--[X] (2x Trained Engineers) - (4/10 Turns Complete)
--[X] (4x Captains) - (1/10 Turns Complete)
--[X] (2x Forge-Coders) - (10/15 Turns Complete)
--[X] (2x Forge-Smiths) - (4/15 Turns Complete)
-[X] [Followers of Light] For The Nation - (Build Outlying Fortified Orphanages) [-3.5 Goodwill]
-[X] [Conclave] Eternal Arts - (44/150 Turns Complete)
 
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