Vulgar Engines: A Game About Robots, Revanchism and (Space) Romans

Whats the return rate on infrastructure investment with the orbital refrain buildings?
<EDIT: Also, what exactly do alteration and flux do. I'm fairly sure alteration is raw power of permutations, area control is ability to affect an area and utility is the ability to use permutations for utility. No idea about flux though. On the other hand, maybe alteration is all three, utility is usefulness, flux is magnitude of the change, and area control is area that can be affected at once.>
 
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Uh, some notes:
First:You pay for specializations separately from the trait itself. So, say:
Code:
Firepower: 5
    Torpedos: 3

Costs 8 points, not 5. This applies across the board and has messed up your calculations in a few places. (I may be wrong on this one, but based on the description of Morality I'm fairly certain that this is how specializations work)

Second: You've got your calculations on your VE wrong, and doubt that some of those Quirks are going to pass muster. Glacier's not a drawback, Violation's not a meaningful drawback, and New Home is not a drawback.

With VA 1 your per debt/quirk bonus should be .6*Max Construction or Wealth (As you pick Wealth or Construction, not total them together). With 210 Construction that totals to 126 per dot, or if you decide to go into Wealth Debt to spread it around it would be 95 per dot. In addition, if you go into Debt (Instead of gaining a pip through a Quirk), it takes out an entire quarter's Construction/Wealth per pip of debt.

That'd bring you down to 504 extra points assuming all Quirks are accepted.
 
At this point, I've decided to go cyborg with Imperial Space Japan. Blame Rising Tide for that - Imperial Space Japan is definitely a Supremacy/Purity hybrid.
 
Thanks for the feedback, I'm still not 100% clear on the rules.
Uh, some notes:
First:You pay for specializations separately from the trait itself. So, say:
Code:
Firepower: 5
    Torpedos: 3


Costs 8 points, not 5. This applies across the board and has messed up your calculations in a few places. (I may be wrong on this one, but based on the description of Morality I'm fairly certain that this is how specializations work)
I'm also unsure on this, I've mostly just been using the overall rank as placeholder value to measure the total point value. I effectively have
Code:
Firepower: 0
    Torpedos: 3
    Other Weapons: 5
I'll add a note that the totals are only for note keeping and maybe change the way I write them. (e.g. add {})

Second: You've got your calculations on your VE wrong, and doubt that some of those Quirks are going to pass muster. Glacier's not a drawback, Violation's not a meaningful drawback, and New Home is not a drawback.
I think the calculations are correct now, although they'll probably change once I find out how much a orbital refrain infrastructure building gives. I've changed the quirks to be worse and clarified a few. New Home was taken from the example of having the entire population on the Engine.

Some are prohibitively expensive to operate, now house the full population of the nation or any number of other circumstances.
Seems to support that being an acceptable quirk.

With VA 1 your per debt/quirk bonus should be .6*Max Construction or Wealth (As you pick Wealth or Construction, not total them together). With 210 Construction that totals to 126 per dot, or if you decide to go into Wealth Debt to spread it around it would be 95 per dot. In addition, if you go into Debt (Instead of gaining a pip through a Quirk), it takes out an entire quarter's Construction/Wealth per pip of debt.

That'd bring you down to 504 extra points assuming all Quirks are accepted.

I changed the bonus to only construction. However, the way I read it the bonus is 1.1*(base+bonus).
Ranks of Visitor Adaptation also increase the points gained: infrastructure becomes that much more efficient at constructing engines of war based on recovered alien technology. At Rank 2 units gain +10% to the production bonus and any debts taken on, and at Rank 3 this value is increased to +20%. Note this this bonus only applies to nations who have built their own Vulgar Engines.
I'm fairly sure that means the bonus is applied to the total points after bonus is added to production. (Or applied individually to both, same thing) However, The Rank 2/3 thing is odd because i'm fairly sure I saw 1/2 before and rank 3 doesn't exist. I'm not really sure whats up with that. (I only just noticed it now.)
 
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Okay. I've now revamped Imperial Space Japan's stats in general (traded out one point of homeland support and got one disadvantage in exchange for MilQuality 2), the Yamato-D (though depending on how exactly the 10% bonus from Visitor Adaptation applies, I might still have 51 more points to spend) and wrote up 45% of the ISJ units. Still missing the Big Tray equivalent, but I got my GM and my Guncannon in addition to power armored infantry.

Overall, Imperial Space Japan uses fairly small formations (regiment-sized at 7+ points, and especially the RGMs/Steel Samurai at 3 suits per squad at 10p) of extremely high quality (all my units have 25 morale due to MilQ 3 and Human+) in addition to the positively ludicrous Yamato-D (hello 45 ship morale.)

So yeah. Imperial Space Japan was not built to stay in space. There's war coming.
 
Hey, @Exhack, if we have Orbital Refrain and VA2, can the Orbital Infrastructure use the Metric Adjustment?

So, like, if I grabbed it could I get a giant space station that opens spatial rifts, making itself serve as a gigantic way station?
 
More progress on my armed forces. Navy is now feature complete, and the first hero unit is, too. The ISJ focuses heavily on speed - all my units except for the heaviest capital ships have speed 2 - and electronic networking (everyone has Electronics 1 (C4 Networking) and 5 points in Network Integration), while being a bit light on the defenses.

(Also, all my drone units have "So Others May Live" - the drones of the ISJ are proud to give their lives for the Empire!)

Now I'm off to play some Civ: BERT, because sweet, sweet supremacy.
 
Oh gods I am finally done ahahaaha it only took me >20 hours to do this.

@Havocfett I have no bloody idea how you did this with 600 more points. Gods help us all if a Diaspora ever took 3000pt worth of army - building an OOB for that would take forever
 
Prestigious Legacy will probably give a drip of a bonus 3-8% of your quarterly yield, although I'll be feeding the values into a number generator to add a minor element of luck to it. Other factors will also decide how much you get, like whether your behavior is particularly conducive to trade and tourism, are you pleasing the ethnic homeland, etc.

Orbital Refrain gives back 5% of what you invest directly, so every 20 points in a utility subtype relating to infrastructure or wealth will give back that one extra production. Depending on the design of the structure and other factors, I may also throw events so they aren't just used as economic buffs. A space cathedral might draw the services of zealots, a seedy spaceport might get you pirates and mercenaries and a research station may trigger a breakthrough that upgrades your engine or military. Events like these will also be random, but more investment lowers the mean time to the event happening.
 
@Exhack, while talking to @Havocfett, I was wondering if you could perhaps append the rules for Unit Design.

Currently, the speed penalty starting from 11pt onwards strongly disincentivizes units in the 11-15pt range, as they offer literally nothing a 10pt unit can't also do while remaining speed-neutral or positive.

Therefore, I would like to suggest that you change it to "-1 speed for every 3 points after 10 points", i.e. that 11-13 is -1 speed, 14-16 -2 speed and so on, rather than jumping from 0 speed at 10 points to -3 at 11 points.
 
Well, we may not have fancy battle-moons or death lasers, but the space wizards cerberus supremacy/harmony victory Interstellar Department is almost finished, with only fleshing out the military side of things left to do. But that's a headache for tomorrow morning.
 
Tourikid Free Fleet

Of all the nomad fleets that prowl the Outer System the Tourikids are undoubtedly one of the largest. They came from NUN defectors who decided to side with the refugees and helped them escape the Roman Empire. However the territory they lived in lacked valuable resources, and much of their industry is concentrated on factory ships who could not compete in the open market. They turned to the one thing they could do best with their old knowledge, fighting. The Tourikids became fearsome mercenaries who striked hard and slipped away even under harsh circumstances. Many merchant convoys tagged with Roman IFFs were asked to pay tolls or forfeit their life and property. A few orbitals were even unfortunate enough to discover a cruiser division on their doorstep asking for patents and industrial machinery at gunpoint.

Yet this wealth, whether ill-gotten or received as payment, did not go into improving their lives as originally intended. They had to keep pace with advancing technology to maintain their martial edge. But good equipment is not enough to fight a war. Good soldiers were just as important. Of the wealth that went into improving their shipyards and armories, just as much wealth went into training and improvement of the human body. Nanomachines, cybernetics, genetic engineering, no expense was spared in maintaining their edge.

It was easy to see where this path would lead them. The elders predicted ruin, stagnation, and subservience for the Tourikids. Attempts at improving the economy faltered due to lack of resources. As most of the Tourikids continued their warring ways, others sought for a way to save their people. Then one day an expedition departed Tourikid lands for destinations unknown. They would return with relics and technology of alien origin. With this miracle the Tourikids are no longer doomed to living a subsistence lifestyle. Now they can finally look forward to a future where their children can partake in the luxury known as peace.

Location: Jupiter (Mobile)
Population: Major Orbital (29 Points)
National Advantages: Rank 2 (2 Points) - Frontier Fleet, Human Plus
National DIsadvantages: Rank 0 (+0 Points)
Prosperity: Rank 1 (2-1 Points)
Wealth: Rank 1 (1 Point)
Infrastructure: Rank 1 (1 Point)
Military Support: Rank 4 (8 Points)
Military Quality: Rank 2 (3 Points)
Engine Size: Rank 1 (2 Points)
Engine Complexity: Rank 1 (2 Points)
Homeland Support: Rank 0 (0 Points)
VIsitor Adaptation: Rank 2 (8 Points)

CR: 105
WR: 105

Military Points: (900 x 2.5) 2250 Points

Military, Current: 1125
Ground: 200 Points

Space: 925 Points

Military, OOB:
Ground
100 Points Total
3rd Mechanized (10+10)
-- Signals
-- Artillery
-- Anti-Air
-- Artillery

8th Mechanized (10+10)
-- Anti-Air
-- Artillery
-- Signals
-- Artillery

1st Armored (10+10)
-- Signals
-- Artillery
-- Anti-Air
-- Artillery

4th Armored (10+10)
-- Anti-Air
-- Artillery
-- Signals
-- Artillery

2nd Recon (10+10)
-- Artillery
-- Signals
-- Artillery, SPG
-- Artillery
100 Points Total
5th Airborne (10+10 Points)
-- Signals
-- Artillery
-- VTOL
-- Artillery

6th Marines (10+10 Points)
-- Signals
-- Artillery
-- Anti-Air
-- Artillery

7th Marines (10+10 Points)
-- Signals
-- Artillery
-- Anti-Air
-- Artillery

Heavy Gunship - Armona (20 Points)
Heavy Gunship - Denair (20 Points)
Space
500 Points Total

BBs: 50 Points
Yukon (BB-6)

CV: 180 Points
Colorado (CV-9)
California (CV-10)
New York (CV-11)
Louisiana (CV-12)

Cruisers: 160 Points
Cheyenne (CL-16) (AA)
Kampong Cham (CL-17) (AA)
Elizabeth (CL-18) (AA)
Concord (CL-19) (AA)
Halifax (CA-10)
Dartmouth (CA-11)
Augusta (CL-23) (SC)

Escorts: 100 Points
DesRon 12 (DD)
DesRon 13 (DD)
DesRon 14 (DD)
DesRon 15 (DD)
DesRon 16 (DD)
DesRon 17 (DD)
DesRon 18 (DD)
DesRon 19 (DD)
DesRon 20 (DD)
DesRon 21 (DD)

Auxiliaries: 10 Points
DesRon 22 (DC)
DesRon 23 (DC)

370 Points Total

BBs: 50 Points
Nunavut (BB-7)

CVs: 80 Points
Tasmania (CVL-6)
Guam (CVSC-8)
Samoa (CVSC-9)

Cruisers: 140 Points
Charleston (CL-20) (AA)
Siam Riep (CL-21) (AA)
Battambang (CL-22) (AA)
Cao Bang (CA-12)
Vinh (CA-13)
Singapore (CL-24)
Saigon (CL-25)

Escorts: 90 Points
DesRon 24 (DD)
DesRon 25 (DD)
DesRon 26 (DD)
DesRon 27 (DD)
DesRon 28 (DD)
DesRon 29 (DD)
DesRon 30 (DD)
DesRon 31 (DD)
DesRon 32 (DD)

Auxiliaries: 10 Points
DesRon 33 (DC)
DesRon 34 (DC)

55 Points Total

CVs: 10 Points
Carrier Strike Group Fanta (CVCLs 1-4)

Cruisers: 30 Points
Haiphong (CL-26)
Da Nang (CL-27)

Escorts:
DesRon 35 (DD)
DesRon 36 (DD)

Auxiliaries:
DesRon 37 (DC)

Military Units:
Ground
Support, Signals. - 3 Points
Firepower: 0
Defense: 0
Speed: 0
Electronics: 2
Jamming: 1​
Morale: 10
Retreat!: 5
Feigned Retreat: 5
Augmentations: 5​


While they are considered separate for administrative purposes, the signals brigade is heavily integrated into its parent unit. They are indispensable for helping headquarters see what is happening on the battlefield.

Support, Artillery - 2 Points
Firepower: 0
Artillery : 2​
Defense: 0
Speed: 0
Morale: 10
Augmentations: 5
Time on Target: 5
Direct Fire: 5


The typical artillery brigade is surprisingly light on human personnel but heavy on drones. Many of the humans are located in command vehicles and command posts. While the drones fire away at targets far and near, humans coordinate their fire and when to move.

Support, Artillery, Self-Propelled - 3 Points
Firepower: 0
Artillery: 2​
Defense: 0
Speed: 1
Morale: 10
Augmentations: 5
Time on Target: 5
Counterbattery: 5​

More mobile than their towed counterparts, this attached brigade can keep up with a mechanized offensive on the move. Their added mobility also helps them when providing fire support to the troops. Like its towed counterpart, this brigade concentrates its human personnel onto command positions while drones do the dirt work.

Support, VTOL - 3 Points
Firepower: 0
VTOL: 2​
Defense: 0
Speed: 1
Morale: 10
Augmentations: 5
Discipline: 5
Pilot: 5​

While mostly drone operated, this brigade is just as capable as though it was piloted by humans. While fragile, the added direct firepower provided by this brigade can help turn a rout into a counterattack.

Support, Anti-Air - 3 Points
Firepower: 0
Air Defense: 3​
Defense: 0
Speed: 0
Morale: 10
Augmentations: 5
Can't Fool Me: 5
Retreat!: 5​

Bristling with anti-air artillery of all kinds, from lasers to guns to missiles, the soldiers of this brigade strive hard to keep the airspace clear of the enemy. In a pinch they can turn their guns on lightly armored enemy units, but this runs into the risks of them losing their expensive sensors.

Militia, Line - 5 Points
Firepower: 2
Defense: 2
Speed: 0
Electronics: 1
Morale: 10
Hold the Line!: 5
Feigned Retreat : 5
Augmentations: 5​

Made up of reservists with second-hand equipment in everything including drones, they are not expected to fight seriously on the front lines. They are often called upon to do garrison duty.

Militia, Anti-Tank - 5 Points
Firepower: 1
Anti-Tank: 2​
Defense: 0
Speed: 1
Electronics: 1
Morale: 10
Shoot and Scoot: 5
Augmentations: 5
Holding Action: 5​

With old drones and reservists, these militiamen are expected to help hold off enemy army while the survivors behind them reorganize.

Line, Mechanized - 10 Points
Firepower: 3
Air Defense: 1
Artillery: 1​
Defense: 2
Speed: 2
Electronics: 1
Morale: 10
Feigned Retreat: 5
Attrition Warfare: 5
Augmentations: 5​

The standard army formation, they are versatile and can be used in many situations. A typical army formation can have as little as 10% human staff as drones have supplanted a lot of grunt level positions.

Line, Armored - 10 Points
Firepower: 5
Defense: 3
Speed: 1
Electronics: 1
Morale: 10
Augmentations: 5
Breakthrough: 5
Encirclement: 5​

With their enormous inventory of drones, the armored division is expected to inflict and take heavy casualties. As such, the amount of human staff varies depending on the circumstances.

Line, Recon - 10 Points
Firepower: 2
Anti-Tank: 1
Air Defense: 1​
Defense: 1
Stealth: 2​
Speed: 2
Electronics: 1
Morale: 10
Augmentations: 5
Target, Identify!: 5
Fighting Retreat: 5​

Moving ahead of the main army, these soldiers infiltrate enemy lines to gather information and if necessary cause havoc. While they can hold off enemy assaults on their own, it is often done out of desperation rather than doctrine.

Line, Airborne - 10 Points
Firepower: 2
Defense: 1
Speed: 2
Fighter Compliment: 2
Bomber Compliment: 2
Electronics: 1
Morale: 10
Augmentations: 5
Air Assault: 5
Hold the Line: 5​

Although lightly armed in comparison to other divisions, their organic air support and strategic speed enables them to block and exploit breaches that suddenly open up.

Line, Marines - 10 Points
Firepower: 4
Air Defense: 1​
Defense: 3
Speed: 1
Electronics: 1
Morale: 10
Augmentations: 5
Boarding and Seizure: 5
Space Omaha: 5​

In addition to serving as onboard security for navy ships, they are also tasked with securing orbitals, spaceports, and various spaceships. The nature of their job means that they have much more human staff than usual in addition to their usual drone compliment.

Armona-Class Gunship, Heavy - 20 Points
Firepower: 8
Defense: 5
Speed: 1 (2)
Electronics: 5
Morale: 10
Augmentations: 5
Focus Fire!: 5
Hit and Run: 5​

Having more in common with a destroyer than a gunship, the Armona heavy gunships sport a large arsenal featuring guns, missiles, energy weapons, and more. They are a favorite among ground troops who praise them for both accuracy and deadliness.

Space:

Ebersole-Class Carrier, Escort (CVE) - 5 Points
Firepower: 0
Air Defense: 1​
Defense: 0
Speed: 0
Electronics: 0
Fighter Compliment: 2
Bomber Compliment: 2
Morale: 10
Augmentations: 5
Retreat!: 5
Escort: 5​

The Ebersole-class carrier escorts supplement the Tan destroyer escorts in their duties. Their airwing gives indications of approaching threats and can help neutralize the threat of raiders and attack craft. They are often organized in a division consisting of one manned carrier and three drones.

Fanta-Class Carrier, Cruiser (CVCL) - 10 Points
Firepower: 0
Air Defense: 1​
Defense: 0
Speed: 2
Fighter Compliment: 3
Bomber Compliment: 2
Electronics: 2
Morale: 10
Augmentations: 5
Damage Control: 5
Raider: 5​

A new and experimental design, it was built out of old cruiser hulls. By scrapping the armor there was more space for the new machinery and hangers. The Fanta carriers were built to help keep supply lines safe as well as support ground troops. They are typically organized in a division of one manned carrier and three drone carriers.

Tan-Class Destroyer, Escort (DE) - 5 Points
Firepower (DP Guns): 1
Air Defense: 1
Torpedo: 1​
Defense: 1
Speed: 0
Electronics: 1
Morale: 10
Augmentations: 5
Discipline: 5
Escort: 5​

The Tan-Class destroyer escorts are not known for being exceptional fighting ships. Typically organized in a squadron of nine drone ships, the Tan destroyer escorts help keep domestic space and convoys secure.

Lee-Class Destroyer, Corvette (DC) - 5 Points
Firepower (DP Guns): 1
Defense: 0
Stealth: 1​
Speed: 1
Electronics: 2
Morale: 10
Feigned Retreat: 5
Patrol: 5
Augmentations: 5​

A scaled down version of the Sheridan-class Destroyer, these destroyer corvettes perform many small tasks to help keep the civil order. While a squadron contains the same amount of ships as a Sheridan squadron, it is typically only one manned ship with command over eight drone ships.

Sheridan-Class Destroyer (DD) - 10 Points
Firepower (DP Guns): 2
Air Defense: 1
Torpedoes: 2​
Defense: 1
Speed: 2
Electronics: 2
Morale: 10
Augmentations: 5
Space is now Torpedoes: 5
Damage Control: 5​

By far the most prolific ship in the Tourikid Free Fleet, their jack-of-all-trades nature leads to them tasked with many duties in the fleet. A squadron of these ships is often three manned ships and six drone ships. It is then organized into one squadron leader who leads two destroyer divisions of four ships each. While in theory the drone ships can operate autonomously, Touikid admirals are wary of the effects of such ships being too indiscriminate in their targeting.

Singapore-Class Cruiser, Light (CL) - 15 Points
Firepower : 4
Air Defense: 1
Torpedoes: 2​
Defense: 3
Speed: 3 (3)
Electronics: 2
Morale: 10
Damage Control: 5
Raider: 5
Augmentations: 5​

Built for harassment and scouting, these light cruisers have no place in the main battle line. Yet a division of these ships can do disproportionate harm when unleashed on convoys. Besides that, there is another reason as to why the Singapore light cruisers are one of the more recognizable ships in the Outer System. They are the ship of choice for Tourikid diplomats for a large variety of reasons such as spacious quarters, ruggedness, defensive capabilities, etc. A Singapore light cruiser and its fellow destroyers tends to dissuade most attackers looking for easy prey.

Cheyenne-Class Cruiser, Light, Anti-Air (CLAA) - 20 Points
Firepower (DP Guns): 4
Air Defense: 4​
Defense: 2
Speed: 3 (4)
Electronics: 6
Morale: 10
Augmentations: 5
Damage Control: 5
Discipline: 5​

As attack craft proliferated and became more deadly in the Outer System, a new ship was needed to keep the fleets secure against these attackers. Thus the Cheyenne-class light cruisers were born. With an exceptional throw weight and high quality sensors, these ships can exact a heavy toll on enemy squadrons.

Halifax-Class Cruiser, Armored (CA) - 25 Points
Firepower: 6
Dual Purpose Guns (Secondary Battery): 3
Air Defense: 3​
Defense: 5
Speed: 3 (5)
Electronics: 3
Morale: 10
Augmentations: 5
Damage Control: 5
Improved ROF: 5​

The Halifax-class cruisers are some of the most durable ships outside of a battleship in the Tourikid fleets. Its job is to protect the fleet by screening it from cruisers and small ships. It is no slouch against attack craft too as its deadly arsenal of missiles and guns can attest to. It is a ship beloved by many in the fleet for its simplicity in role and usage.

Augusta-Class Cruiser, Scout (CLSC) - 30 Points
Firepower: 6
Torpedoes: 3
Dual Purpose Guns (Secondary Battery): 3
Air Defense: 2​
Defense: 4
Speed: 3 (6)
Electronics: 6
Morale: 10
Augmentations: 5
Feigned Retreat: 5
Damage Control: 5​

Although the cruiser designation is often considered a misnomer, the Augustas do not fit the mission profile of a battlecruiser at all. The inability to harm battleships with its main armament or take modest punishment from battleships is what keeps from the battle line. Its main duty is to seek out the enemy fleet and to take out scouts. Since they are expected to operate for long periods of time without resupply, they boast an exceptional electronics suite as well as good crew quarters.

Guam-Class Carrier, Scout (CVSC) - 25 Points
Firepower: 0
Air Defense: 2​
Defense: 2
Speed: 3 (5)
Fighter Compliment: 7
Bomber Compliment: 7
Electronics: 2
Morale: 10
Augmentations: 5
Damage Control: 5
Fighter Sweep: 5​

The smallest ship to be considered a non-escort carrier, the Guams lean heavily on its airwing to achieve success even more so than the other carriers. Its poor electronics suite means that its fighters need to find and secure voidspace before the enemy can attack it. To this day, fighter pilots are some of the most capable pilots in the Tourikid fleet.

Tasmania-Class Carrier, Light (CVL) - 30 Points
Firepower: 0
Air Defense: 3​
Defense: 2
Speed: 3 (6)
Fighter Compliment: 8
Bomber Compliment: 8
Electronics: 3
Morale: 10
Augmentations: 5
Damage Control: 5
Carrier Operations: 5​

A smaller cousin of the Colorado, the Tasmanias suffer from a reduced airwing and crew facilities. Its smaller cost and tonnage however is a benefit when it comes to deployments. It can be repaired at more shipyards than its larger cousins and it needs less supplies too. As such the Tasmania is a frequent sight in the Outer System.

Colorado-Class Carrier, Fleet (CV) - 45 Points
Firepower: 0
Air Defense: 3​
Defense: 2
Speed: 3 (8)
Fighter Compliment: 13
Bomber Compliment: 13
Electronics: 6
Morale: 10
Augmentations: 5
Damage Control: 5
Carrier Operations: 5​

The main striking arm of the Tourikid Free Fleet, these massive carriers boast an airwing that is only outmatched by the new supercarrier. With its fast speed and defenses, it can take a good beating and return alive to Tourikid shipyards.

Yukon-Class Battleship, Fast (BB) - 50 Points
Firepower: 12
Dual Purpose Guns (Secondary Battery): 4
Air Defense: 4​
Defense: 12
Speed: 3 (9)
Electronics: 9
Morale: 10
Augmentations: 5
Damage Control: 5
Flagship: 5
The Yukon's massive main battery of four quadruple, superfiring, centerline turrets make it an imposing foe for cruisers and battleships alike. Its secondary batteries and AAA help protect it from small ships and attack craft. Its armored citadels are relatively thinner in comparison but it is still enough that only battleship armament or torpedoes can deal reliable damage to it. The most noticeable aspect of the Yukon-class battleship is its speed. Able to keep up with its carriers, the Yukon blurs the line between traditional battleships and battlecruisers. All of this combined with an excellent communications network and spacious accommodations make the Yukons a desired billet for many of the enlisted.

Dragon of the East
Homefleet-Class Supercarrier - 263 Points - (Bonus, Infrastructure: (0.6*105=63))
Firepower: 10
Dual Purpose Concealed Weapon System (Spatial Manipulation): 20​
Defense: 10
Smart Reactive Armor (Spatial Manipulation): 10​
Speed: 5
Faster-than-Light Mass Warp Engine (Spatial Manipulation): 43​
Variable Fighter Compliment (Spatial Manipulation): 80
Electronics: 25
Alteration: 30
Utility: 10
Area Control: 20​
Morale: 10
Augmentations: 5
Damage Control: 5
Command and Control: 5​
Permutation: Spatial Manipulation

The Homefleet-class Supercarriers are the first of their kind to enter service in the Tourikid fleet. As it is a proof-of-concept, production of this ship is intentionally limited. While the Tourikids eagerly applied the basics of Visitor technology, the more esoteric applications are still a mystery to them. To this end, a massive shipbuilding project was launched to create platform capable of powering and handling esoteric Visitor technology. Thus the massive Homefleet Supercarrier was born

Its conventional specifications are quite impressive yet pricey and wasteful for a carrier. All the tonnage and space afforded for the new carrier was what enabled the possibility of breakthroughs in metric-alteration technology. Despite the relative crudeness of the its applications, it holds great promise for what lays ahead. The most promising are the faster-than-light engines and the variable fighters.

I'll come up names for the rest of the ships later.
 
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@Exhack, while talking to @Havocfett, I was wondering if you could perhaps append the rules for Unit Design.

Currently, the speed penalty starting from 11pt onwards strongly disincentivizes units in the 11-15pt range, as they offer literally nothing a 10pt unit can't also do while remaining speed-neutral or positive.

Therefore, I would like to suggest that you change it to "-1 speed for every 3 points after 10 points", i.e. that 11-13 is -1 speed, 14-16 -2 speed and so on, rather than jumping from 0 speed at 10 points to -3 at 11 points.

The formula for speed penalties is (x-10)/3, round down, where x is the amount of points assigned to the construction of the unit. My interpretation might be wrong though. But this would mean that 11 and 12 point units don't have a speed penalty while past 13 they start accruing speed penalties.
 
The formula for speed penalties is (x-10)/3, round down, where x is the amount of points assigned to the construction of the unit. My interpretation might be wrong though. But this would mean that 11 and 12 point units don't have a speed penalty while past 13 they start accruing speed penalties.

Huh, I was under the assumption that it was x/3, rounded down, with units below 10 points simply ignoring the penalty.
 
Huh, I was under the assumption that it was x/3, rounded down, with units below 10 points simply ignoring the penalty.
This is my interpretation as well, although I agree that disregarding the first 10 points would help the 10-20 point range. As it is my designs are either 30+ or 10.
The relevant quote is
for every 3 points of cost there is the equivalent of a -1 to speed
 
Given that how it's currently written I can't really see any interpretation other than "total cost/3", including the first 10 points, I'm still going to get a jar of puppy eyes to shake at @Exhack.

Incidentally, Imperial Space Japan now has an Orbital Refrain, too.

Imperial KDY (Kure Drive Yards) is a gigantic infrastructure-focused space station integrating Imperial Space Japan's most advanced R&D laboratories.

Imperial KDY is the primary shipyard and military-industrial fabrication complex of Imperial Space Japan, but it's not just that - it's also the dock for the Yamato-D and Admiral Fuchida's explorator fleets, and it produces a sizeable fraction of civilian goods, such as bio-cybernetic enhancements and the props for the Space Mechagodzilla movies. Due to the extremely heavy automation, resources go in on one end, and goods come out of the other.
 
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