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/tg/ - Traditional Games


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It is the year 1757 since the founding of the True City.

The Great Plague came upon us in a storm we could never have anticipated. Ever since we discovered the Elements of Heaven we have brought the only true civilisation that this world has ever known to greater and greater heights. Roma Victrix, now and in eternity. But the Plague... it stormed from our Eastern allies and tore through the Eastern Empire like the wrath of the heathen God of Israel. The ancient city of Byzantium, second only to our glorious Roma Aeterna, is now an empty shell, filled only with ghosts and memories.

But Aeternae cannot be brought low by a mere virus. Our scientific philosophos found the cure, and with all the power of the Senate we have brought humanity back from the brink.

Let all rejoice! Let there be cybernetic chariot races and hologlyph shows in the fora! All nations have agreed to join the Senate. From this day forth we shall be known as the Senatus Populusque Terrae - the Senate and People of Earth!

---

The Emperor remains in seclusion and from the huddled survivors, a new Senate has been founded. You are that Senate. As Rome rises to lead humanity to the stars, you must lead the new Caput Galaxia to dominance.

OOC Notes: I am shit at art. Drawfag assistance at producing entertaining Space Rome visuals would be gratefully appreciated.

Next: Starting game situation.
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>>43749295

Here's the starting race screen. Points to note: I scavenged that flag from GIS and that is the standard human image.

Current rates are not terrible for everything except terraforming. There's obviously a long way to go.

The game automatically picked purple as the colour. Clearly this is Meant To Be.

Finally, if anyone wants a secondary naming scheme added in for commanders (like for example adding Britfag or Amerifats names) that's something we can do, as you can see at the bottom. Only applies to new commanders trained from this point on.

So, that's our Glorious Roman Empire's basic stats. Let's have a look at Earth.
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>>43749580
That's a very fascist fucking flag, friendo. I LIKE IT. I see we're clearly setting the stage for what we want out of our regime.

(Can someone explain this game to me?)
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>>43749657
OP is running a game that is basically Dwarf fortress in space for mechanics. We play random people of the empire that get shit done, or die horribly because the engineers forgot to add life support systems to your ship.
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>>43749657
See the initial planning thread
>>43731479

It's a very, very in-depth 4x game
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>>43749690
>>43749697
This sounds amazing.
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>>43749580

Starting economic situation. 700 million people survived the Great Plague, and a whole lot of them are now stuck working in the service sector. There's also quite a bit of unemployment in the manufacturing sector - 33 out of 140 million. This means we have some definite room to expand.

Our Level 1 Military Academy is OK to start with, although we'll want to upgrade it eventually if we want to produce enough officers to support a big fleet and army. We have 5 shipyards, four naval yards with capacities around the 10,000 ton mark, and a commercial shipyard with a 56,000 ton capacity. I'll explain what this means in a little while. Between the whole lot of them, we have the capacity to produce 9 military and 1 commercial ship at a time.

Our numbers of factories and facilities is pretty ordinary, though we may want some more of... well, everything ... pretty soon. Be warned, though, the TN mineral reserves on Earth are not even close to inexhaustible.

Finally, we're currently completely stable politically. The whole of Planet Earth looks to the Senate for guidance.
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>>43749657
>fascist
It's the other way around, bub - the fascists stole their imagery from the Glorious Empire they wanted to be like.I picked that image because I kinda like the "Claws in NATO" feel it has.
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>>43749738
>Only one commercial yard
We're gonna want another one at some point, and/or design some closely-compatible shipping
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>>43749738
On the subject of mineral deposits, noble Senators, here are the current estimated reserves and production rates for the Trans-Newtonian minerals. (We knew that filthy Celt had to be up to something bad.)

Accessibility is pretty great for everything except Vendarite, while there is a heck of a lot of Duranium (good for alloys and used in nearly everything from ship hulls to building modern complexes worthy of Rome) and Bornide. Corbomite and Gallicite, however, are not looking so good; assuming your august selves wish to upscale our mining operations, we can expect those to run out in the next few years.
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>>43749847
>12 and 14 years depletion at starting extraction rates
Yes, mineral exploration will be important
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>>43749847
(Those of you who know the game well might need to bear with me while I go over some basics in the next few posts)
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>>43749871
It's all cool m8, this is almost inevitably going to be a rather relaxed-pace thing
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>>43749847
Great Senate, this list indicates the specialist structures we are able to build here on Earth to assist with our plan to explore space. These are no mere Earthly complexes, I must state; these are special constructions of TN alloys that expand our capacity on a Planetary scale.

The options are as follows:

Automated Mines are complete robotic mineral extraction and purification solutions. They require no labour to operate. While building these on Earth may increase our unemployment, they can be transported to other worlds to enable us to exploit mineral reserves without needing a population.

A Commercial Shipyard Complex is a structure designed to build Commercial Ships - that is, ships with low-capacity engines and no weapons. These shipyards do not need to meet our exacting Imperial requirements and are therefore MUCH bigger than comparable Naval shipyards.

Construction Factories are used to build all the other things in this list as well as any Orbital Habitats and Planetary Defence Centres we decide to build here.

Converting Mines to Automated is a quick and cheap way to get automated mines by adding robots to all the extraction and purification material.

Additional Deep Space Tracking Stations allow us to see farther into space and with better clarity.

Fighter Factories make fighters, so building more means we can produce more fighters more quickly.

Financial Centres produce money based upon our planetary population.

Fuel Refineries turn the mineral Sorium into usable fuel for our spaceships.

Ground Force Training Facilities allow us to tran new Ground Units. (We currently have 7 Mobile Infantry Battalions and 7 Garrison Battalions, plus a single Replacement Battalion.)

Infrastructure is not needed on Earth, but is used on other planets to construct habitats to allow for human populations.

Maintenance Facilities produce ship supplies and perform repairs on our ships in orbit.
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>>43749979
Mass Drivers are used to fire "packets" of minerals between planets. We need to make sure we have a Mass Driver of the same level on the target planet or the results could be disastrous in the extreme.

Military Academies produce officers for our ships and armies, and scientists and civilian administrators.

Mines refers to self-contained extraction and purification systems for Trans-Newtonian minerals, rather than the underground shafts themselves. These require a labour force to operate them.

Naval Shipyard Complexes are the huge, semi-orbital structures which produce our Military ships. They are usually much smaller than their Commercial kin due to the exacting requirements of the Imperial fleet.

Ordnance Factories manufacture our missiles in any size or arrangement that we have researched.

Research Labs can be used by a Scientist to produce valuable research points towards a project. (Each Scientist has a limit to how many Labs they can use - I'll come to this bit later.)

Spaceports assist Commercial Shipping Lines in loading and unloading goods, making them more efficient (and therefore making you more money in taxes).

And finally, Terraforming Installations gradually alter the conditions on the planet in which they are installed according to set requirements. (We don't need them here on Earth, of course, but we can build them here and ship them onwards.)
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>>43750050
>a Mass Driver of the same level
I'm fairly certain that any level of mass driver can catch packets- The game won't let you intentionally launch dangerous deliveries, at any rate

Spaceports also assist cargo ships and troop transports with loading and unloading, increasing their speed at such tasks. This is helpful with how slow those tasks can be
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>>43750050
Because I'm a massive faggot, oh glorious Senate, I managed to not check the box for "make ship components and designs" so my planned next entry on the currently existent designs will instead be a primer on the technology of the Glorious Empire.

There are a number of specific areas of research and each Scientist has a specialisation in a particular one. They also have an Administration Rating which determines how many Research Labs they can control at a given time.

The areas of research are:

Biology/Genetics: This is used to modify ourselves and the worlds around us. We can advance our Terraforming technology here, as well as engage in research into our very own DNA, filled with manifest destiny as it must be.

Construction/Production is a very busy area which allows research into new techniques allowing us to increase the pace at which we construct and produce pretty much everything. Mining rates, construction rates, fuel production rates, civilian economic activity, research rates, shipbuilding rates, and a number of new devices like asteroid mining modules, jump gate construction modules and sorium harvesters (used to reap Sorium fuel from the dense atmosphere of gas giants).

Defensive Systems lets us build new shields and armour as well as covering stealth technologies such as cloaking and signature reduction.

Energy Weapons lets us build a range of powerful projected energy weapons such as Lasers, Meson Cannons, Microwave Projectors, Plasma Cannonades and Particle Beam Torpedos. It also allows us to invent new improvements on this such as Turret Tracking Speeds, Spinal Mountings and various focusing and scale improvements.

Logistics and Ground Combat covers a broad swathe of options ranging from a number of different new types of ground unit, to new logistical components for ship designs such as Maintenance Modules and Improved Cargo Handling Systems.
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>>43750200
Missiles and Kinetic Weapons covers the more physical types of weapon, such as Gauss Cannons (powerful and extremely accurate close-range weapons that are often used for point defence), Railguns, and Missile-related technologies such as warhead types, magazine feeds and missile launchers for ships.

Power and Propulsion covers the various techs that determine the engines and power plants available to our ships. All engines produce a small amount of additional power, but a ship dependent on energy weapons can very quickly exhaust this power supply, so additional power plants and their capacitor banks are very useful. In addition, this tech area covers Jump Engines.

Finally, Sensors and Fire Control covers the many kinds of sensor we can mount on our ships - Grav Detection Sensors, Electromagnetic Sensors, Thermal Sensors and a number of Fire Control systems designed to allow us to lock on to a target far away in space with great accuracy. This area also covers Electronic Warfare, and improvements to our Geological and Gravitational sensors for our exploration ships.
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>>43750200
>>43750267
To provide my own commentary,
Construction/Production and Power/Propulsion are the most critical trees. Missiles/Kinetic and Sensors/Fire control are behind that, followed by Defensives and Energy weapons, Logistics has some useful thing, and Biology is niche as hell
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>>43750267
(Apologies for the words words words. So much to get through here.)

At present, we have only two Leading Scientists working for us. Spurius Pisentius is talented expert in Construction/Production and can manage all of our laboratories at once, as can Appius Tertinius, our Energy Weapons expert. They are both able to develop other areas of technology too, albeit without the significant bonus they gain from their specialisation.

An important note is that when we design components for our spaceships, they will appear in the Tech listing here as new technologies to be discovered, with a cost appropriate to their scale and complexity level. This means that if we want to develop a new 15cm Laser, we will need to get Appius to develop the 15cm Laser technology, then once finished create a new component using that technology and have Appius research that. (If we then want to load that into a turret we will need to design that turret, then get Appius to research THAT.)

You, as the Representatives of the People of Earth, will need to make the decisions about what you want our scientists to research.
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>>43750364
>only two Leading Scientists
>No Power and Propulsion
Augh. We'll need another military academy or two
Also, it's worth noting that scientists can improve their abilities over time so long as they're assigned to a project.
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>>43750364
I'm thinking either the construction rate or research rate researches. Both are very useful.

Also, we need new researchers, fast. Power/Propulsion definitely, Missiles and Kinetic as well.
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Speaker of Sheets, you told us before we could take control of some characters in game.
How does that work, and when do we start?
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>>43750429
>only two Leading Scientists

Yeah. One of the worst starts I've seen in quite a while. No doubt the others died in the Great Plague.
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>>43750470
>Speaker of Sheets, you told us before we could take control of some characters in game.
>How does that work, and when do we start?

People generally seemed to come to the conclusion that was a bad idea. I've no issue with adding you in as a character though, if you want? (As it happens, the current highest-ranked Civilian Administrator is also called Servius.)
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>>43750499
It's mostly a thing of "Holding up decisions for a specific anon will kill this quest faster than its other potential deaths"
So long as we don't have to wait on anyone beyond normal votes, it should be golden
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>>43750499
Splendid!
>>43750511
Worry not, were I not to be present I trust the Senate to hold office in my name.
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>>43750470
>>43750511
Alrighty then. Here's Servius Avitus Cato, a solid contender for the position of Governor of Earth. Note his Factory Production and Shipbuilding Bonuses.
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>>43750556
>Factory Production and Shipbuilding
Solid
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>>43750556
>>43750570
Shan't disappoint!
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>>43750556
(The other contender, Tiberius Lucius Micianus, has a 10% Mining Bonus and nothing else. Given that Earth is probably going to run out of TN minerals soon anyway...)
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>About to go to sleep
>see this
fugg
May Sol Invictus will you along, senators, I must retire and will rejoin you later.

(Also, if it's possible to change the flag, perhaps we could have a flag submission contest? Here's something I whipped up from Plebbit's flagmaker thing)
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>>43750632
And here it is with less fucked up bands.
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>>43750364
In terms of technology already in place, my Senate, we have successfully recovered codexes regarding conventional and jump engine technology, as well as a significant amount of laser weapon and missile technology (particularly warheads). In particular we are capable of designing Nuclear Pulse Engines, Jump Engines, and we can easily build Gravitational and Geological Sensors.

Geological Sensors allow us to scan a planet from orbit to determine if it contains any TN minerals (although it is not perfect and we need to send a Geological Survey Team out to planets to make sure we've found everything.)

Gravitational Sensors can be used to "explore" one of the Jump Points around our system to determine if it could potentially be used to travel to another system.

Neither of these allows us to sense anything else - they are specialised devices intended for science craft.
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I'll come back in a few hours, for I must sleep and work awaits. Don't wait for me, but I hope this doesn't collapse before I return.
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>>43750632
If my Senate wishes it so, then our flag shall be whatever they desire. The Emperor has placed his trust in you.
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>>43750662
Let's make two classes of similar survey ships, one with grav sensors and one with geo sensors.

Also, I vote for a missile-based doctrine
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>>43750701
Why can we not design a single class of survey ship, mounting both types of sensors?
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I was thinking a mix of missles and lasers would be a good doctrine for or combat forces. I also agree with specilized survey ships.
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>>43750764
You can, but the targets (celestial bodies and jump points) are in different places, so the ship can't really do both at once very well.
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>>43750778
But would it not be more economical, in the long term, to design a surveyor ship that is capable of both finding new jump points, surveying planets, and if our technology permits it, jumping to newly discovered systems and beginning preliminary scans there?
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Yeah, in the future. Or current tech is not really good enough to use that.
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>>43750791
Up to you to decide, Glorious Senate.

(The primary limiting factor is Crew Tours - they will eventually need to come home - and Maintenance Storage. Really long missions require quite specialist ships and often rather big ones, and every scan takes time. BUT you're right that this does reduce the amount of minerals you spend on new engines, hulls etc. So it's a trade-off, as with most things.)
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>>43750791
Not necessarily, and for one critical thing-
Geographical survey modules are civilian sensors.
Gravsurvery one are military sensors.
Commercial vessels do not suffer from maintenance failures, which is a great benefit to long-mission ships like geosurveyers. Additionally, such ships do not require the sheer speed that military engines provide.
A commercial geosurvey ship can be built in a commercial yard, while a gravsurvey ship will always be military and require a military yard.
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>>43750824
Right, that about covers everything.

I'm going to go off and sleep for a while. I've added a design for a straightforward 40EP Nuclear Pulse Engine to the available Research Projects so that the survey ship plans have something to push them along.

I'd like consensus on:

- What to build
- What to research (in general - there are a LOT of specific projects available right now)
- Servius Avitus Cato's candidacy for Governor of Earth

General consensus on policy going forward will also help reduce the number of specific things that need voting on.
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Alright, so, industrial priorities.
You really can't go wrong with dedicating a portion of your factories to making more factories, even if it's like 10% or so.
We NEED more scientists, so another military academy or two should be on the list.
We will always need more laboratories.
Another commercial shipyard would be nice.
Some automated mines to drop onto any rich bodies we find would be good eventually.

Shipbuilding priorities.
Gravsurvey and Geosurvey ships are our most immediate needs. I propose a seperate design for each- both with a deployment time around a few years, an engine fraction of tonnage around 25%, and matching maintenance life for the gravsurvey ship.

Research priorities.
I suggest Construction Rate with 19 labs, and a single lab to an energy weapon project, turret gearing seems a good choice. As more labs are built we can fill up these projects and move forward more swiftly.

Servius Avitus Cato seems the best choice to manage Earth.

An outstanding question- Do we want our gravsurvey ships to also function as jump scouts? With their own jump drives, able to explore beyond the solar system alone. Probably not feasible with our current technology.

Cargo ships and colony ships and oilers will probably be good to have at some point, especially if we can design them to share tooling. (Cargo ships and colony ships at least are trivial to design like that)
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>>43749657
A Romaboo AND a Wehraboo? You gonna proclaim the everlasting glory of the Shogunate next?
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>>43751841
That does seem the pattern so far.

>>43751079
I don't know this game at all but this sounds good.

Surveying other planets in our system also sounds like something we want to do quickly (Empire needs TNs badly) and might be capable of doing.

I look forward to getting all sorts of wonky and bizarre worlds into our empire.
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>>43750968

Build: Put 86 Construction Factories on 20%, 40% for 2 Naval Academies, 40% for 2 civie shipyards.

Research: all 20 labs on Construction.

Servius can take the post.

For now surveying the Sol system should be our priority. Expanding our infrastructure comes next.

Also, mind to share the DB? I would rather design with the actual tech data than trying to figure out what we have in another game..
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>>43752504
Also, what version are we using? 6.43?
>>
I'm too much of an autismless scrub to suggest stuff op, but I'd just like to say I am loving this thread as I don't think I could ever properly play aurora even though I really like the idea of it
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>>43750791
what we should do is make a jump point survey ship with a tractor beam and then build a sensor barge with granitic sensors that we tow to plaits that way we can scan a planet with one while we map jump points with the other. If we dont have tractor beams we should instead build a reusable fighter or giant missile that dose the same thing.
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>>43751079
I like this plan in general.
industrial growth seems ok to me

Industrial priorities:
15% Construction Factories
40% civie shipyards
40%Naval Academies
5%auto miners (only enough to fill one cargo ship)

Research priorities:
I second Construction Rate with 19 labs, and a single lab to turret gearing seems a good choice mostly so Appius Tertinius can gain more XP (i am remembering correctly that that is a thin right?). As more labs are built we can fill up these projects and move forward more swiftly.

Servius Avitus Cato for governor.

Ship questions:
gravsurvey ships to also function as jump scouts? I say no but we should design our first scout so that it can courtier ether of our survey classes.

I agree on the proposal to have.
Cargo ships and colony ships and oilers will probably be good to have at some point, especially if we can design them to share tooling.
I know that there are 2 major breakpoints for moving certain kinds of cargo effectively IIRC they are 5 and 10 tons of cargo space. We should design our main cargo hauler as a civy hauler wit this in mind. If possible we should also build a sensor boat that can use the same tooling at least one should mount a grave a thermal and an RF sensor ideally we can build 1 for all 3 needs and one for each separately.
Lastly we should also consider building cargo ship variants that are full function cargo vesicles that mount a single small sensor. These will be useful as some patriotic or adventurous private shipping firms will adopt these ships and give our empire additional free passive sensor work.
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>>43754015
Actually our first project should be Small Gate Constructor, so that we can establish Jump ways all ships can use without a jump drive.

Jump Scout here probably means a ship which can explore jump points, it isn't necessary or such a ship to have Grav sensors, a Jump Drive is enough.

Sensor ships are usually dedicated platforms, so that you can mount large sensors without eating up weapon space. Size 1 sensors count as commercial, everything larger is military.

Civilian shipping lines don't use player designed ships anymore, they design their own stuff from available tech. They did in earlier versions, but I think "no sensors" was a design rule even back then for civ. lines
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>>43752504
>Also, mind to share the DB? I would rather design with the actual tech data than trying to figure out what we have in another game..

SOON(TM) - I need a decently anonymous Dropbox type thing which requires a degree of organisation I currently don't have.

>>43752569
>Also, what version are we using? 6.43?

Yep.
>>
In other news, Honoured Senators:

Servius appears to be unopposed, and is duly elected Tribune of Earth.

Construction Rate as primary research priority appears to be consensus. I will note that before survey ships can be constructed, the Simple EP40 Nuclear Pulse Engine needs to be researched. This is a 200RP project. With all 20 Research Facilities, it will be completed in 17 days; with one RF, it will be completed by the 1st November by the new reckoning.
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>>43754917
Let's push it in at full power. the sooner it's available, the better.

Also, please the design data for it, so I can crank out some ships for review.
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>>43754917
Excellent!

I think we should concentrate all our efforts on this first step to strip the stars!

We have the mineral depletion projections. We need our survey ships surveying planets in less that 10 years, and we have no great hurry in any other area.
>>
Thread is kill?
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>>43753828
While... technically possible, fellow Senator, this plan seems remarkably inefficient. The points that must be examined to discover jump points are arrayed around the star, unmoving, and wholly separate from the heavenly bodies that turn around it. And with the astronomical distances involved, the 'grav scout' would have to spend all of its time and concentration on shuffling this sensor barge around, since a geological survey takes less time than traveling cross-system. Better to give it an engine of its own.
Also we haven't researched tractor beams yet I believe.
>>43754015
You remember correctly that practical experience will improve the ability of our scientists.
>>43754849
I would recommend against sharing the actual database itself, that opens up to shenanigans. A list of completed technologies and a pastebin of ship class and component designs should be enough for those of us who wish to follow along at home
>>43754917
Rush the engine, and then return a lab to Terinius. Question: is this engine designed to military standards or commercial ones? If military, I propose designing a commercial engine as well.
>>43754702
I must oppose research into jump gate construction, at least at this point in time. ANY ship can use such a gate. This includes any stellar barbarians, who could use such a highway to come barreling straight to our home should they stumble upon it. If we ever pursue this line of advancement, I must insist it wait until after we have weapons of war with which to defend ourselves.
>>43754015
>I know that there are 2 major breakpoints for moving certain kinds of cargo effectively IIRC they are 5 and 10 tons of cargo space
There's the Standard Cargo Hold, which can hold 25,000 tons, and is five times larger than the Small Cargo Hold, which holds 5,000 and is slightly less crew-efficient.
A single Standard Cargo Hold can carry a single mine or other normally-sized facility, and larger ones can be broken up into multiple trips
>>
Also, some points of terminology for those still new to this new age.
>Gravitational Survey Scout, or Grav surveyor
A ship with sensors to explore the jump survey points around a star, to discover if any jump points exist. It should be noted that the actual location of jump points has nothing to do with the locations of the survey points.
>Geological Survey Scout, or Geo surveyor
A ship with sensors to explore celestial bodies (planets, moons, asteroids, comets) for trans-newtonian minerals.
>Jump Scout
A less strictly-defined classification. A ship meant to explore the new star systems beyond discovered jump points. Often they have a jump drive of their own, often they have powerful sensors to detect anything alien, often they are also grav survey ships, and often they are armored and armed defensively for the possibility of violent first contact.
>Jump Tender
A ship does not need its own jump drive to traverse a jump point. If a ship with an appropriate jump drive is at the jump point, it can send other ships through to the other side, or pull them back through. Military ships cannot be tendered by commercial jump drives (Though the opposite is possible), and the tender must be as large or larger than the ship it is sending through, and the jump drive itself must be capable of handling the size of ship sent through.
>Oiler
Ship with excess fuel storage to serve as a tanker
>Collier
Ship with many magazines to reload missiles to other ships

>>43758131
Just slow
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>>43758313
Oh good. I tried to play this game years ago but it always crashed before I got very far.
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>>43758131
I'm currently somewhat otherwise engaged. Without me, general traffic level is about normal for an unfocused quest.

Will attempt to put together a list of completed techs for those playing along when I get home.
>>
>>43758734
Also, could we get actual shipyard capacities and slip numbers?



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