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nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Evil Fluffy posted:

I'd just write off the prior updates' watermarked weirdness and move over to imgur with future updates rather than try to fix them at this point.

It's annoying but it'll also serve as a reminder to never bother with photobucket again. Not that imgur is acting much better these days, especially with poo poo like "you must use our app to upload images on mobile so gently caress you if you don't like that."

Well, I've already migrated to imgur, because there were unacceptable issues already with Photobucket, but getting watermarks pasted all over old screenshots really annoys the crap out of me. It really does bother me that it's there ruining the shots, so maybe I'll try to slowly migrate shots from old updates. It's still a pain in the rear end. At least I've kept local copies of all my images for all my LPs, so I don't have to mess with Photobucket to get the images.

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General Revil
Sep 30, 2014

by Jeffrey of YOSPOS

Evil Fluffy posted:

I'd just write off the prior updates' watermarked weirdness and move over to imgur with future updates rather than try to fix them at this point.

It's annoying but it'll also serve as a reminder to never bother with photobucket again. Not that imgur is acting much better these days, especially with poo poo like "you must use our app to upload images on mobile so gently caress you if you don't like that."

You can always switch your browser to desktop mode. But yes, mobile sites that exist solely for you to use their app are horrible.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Well, my tasks to appease my Mrrshan overlords shall be at an end within 24 hours. Once I've returned, I fully intend to buckle down and collect the end of update report images, then organise and process them in preparation for upload. So hopefully we'll get a fresh update Soon.

My Mrrshan overlords are, indeed, very fuzzy and adorable and it was a pleasure to take care of them. :)

Rappaport
Oct 2, 2013



(with apologies to random Google kitty)

I'm glad you had a fun time with the Mrrshans, and really, there's no time pressure on an LP, we readers like reading an update when it comes out, and that's all there's to it!

General Revil
Sep 30, 2014

by Jeffrey of YOSPOS

Mrrshans on the topic of this LP posted:

Mrrrrrrrrrrrrrrr.

Xlorp
Jan 23, 2008


Faster, Pussycat! Kill! Kill!

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

ULMN Internal Report, Conclusions posted:

At present, the ULMN maintains sufficient staffing, logistics, and command and control assets for effective operation of border fortifications, First, Second, and Third Fleets, and mandated scouting and counterpiracy patrols, and further anticipates that it could fulfill these needs for the standard escort and space control elements of the planned Fourth and Fifth Fleets. Incorporating the planned flagships for the fleets of the ULMN, however, would overload current staffing and logistics budgets. Estimates for needed expansion of ULMN support elements range from four smaller orbital Naval bases or three full-scale Naval bases to six smaller or four full-scale Naval bases to handle the increased demands associated with these flagships. As only Nevan, Genein, Tollesen, Lassen, and Ryhen are currently realistic candidates for new ULMN bases, and the simultaneous construction of bases on all five will be a major diversion of resources from the Assembly, we anticipate challenges in implementing the expansion mandated by the Assembly. Possible improvements in Naval communications to streamline logistics could alleviate but would not eliminate the urgent necessity for new Naval bases.

scribbled on the bottom of the report
accurate, but selling the assembly on the building projects for all these bases is going to be hell- they have to report to the voters, and such a huge lump of military spending at once is something the voters are going to hate

E: I have also fixed a broken image link for the discovery of Gaia Transformation in the latest update.

nweismuller fucked around with this message at 20:11 on Aug 12, 2021

Evil Fluffy
Jul 13, 2009

Scholars are some of the most pompous and pedantic people I've ever had the joy of meeting.
After a recent playthrough of the MoO remake I'm going to have to agree with prior sentiments that if Darloks show up they need to be wiped out immediately and without mercy. I was cruising along smoothly and with high relations with all the other races until I met the Darloks (the last race I hadn't met in that playthrough). Suddenly I'm getting constant diplomatic hits with other races and other accidents and all of it began to occur about 20 turns after meeting the Darloks which I'm sure was a total coincidence. Declaring war and stomping them out made it stop but the damage was mostly done by then. I think the only leader who was friendly (or even neutral) towards me afterwards was Freddy Kruger.

Goddamn Darloks. This is why we can't have nice things.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Evil Fluffy posted:

After a recent playthrough of the MoO remake I'm going to have to agree with prior sentiments that if Darloks show up they need to be wiped out immediately and without mercy. I was cruising along smoothly and with high relations with all the other races until I met the Darloks (the last race I hadn't met in that playthrough). Suddenly I'm getting constant diplomatic hits with other races and other accidents and all of it began to occur about 20 turns after meeting the Darloks which I'm sure was a total coincidence. Declaring war and stomping them out made it stop but the damage was mostly done by then. I think the only leader who was friendly (or even neutral) towards me afterwards was Freddy Kruger.

Goddamn Darloks. This is why we can't have nice things.

Well, fortunately, we are Darlok-less in this game- but yes, obnoxious spymasters are obnoxious.

In other news, all necessary screenshots are collected, I now need to organise and upload them all in preparation for writing the update, but insomnia continues to haunt me, like unto a particularly annoying ghost. I'll try to make more progress tomorrow with a clearer head and willpower not drained by sleepiness.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Universal Mercantile League Army recruitment poster posted:

Volunteers needed to protect the League's allies! Signing bonuses and technical training offered for brave volunteers willing to deploy to the Sakkra Nations.
Only through our efforts can the Mrrshan remain free!

pictured: a row of Gnolams in power armor, well-polished and maintained, with the bulk of an interstellar troop transport painted in League gold behind.

Rappaport
Oct 2, 2013

I have to say, if I were a jolly space cow about 1.2 meters tall and used to low gravity, I might not be too keen to go onto a world filled with towering carnivorous lizard people. Power armor or no.

Xlorp
Jan 23, 2008


On the gripping hand, targets as big as womp rats. Blaze away, snub fighters!

Xlorp
Jan 23, 2008


Cows with guns


Use the link in the next post - thanks!

Xlorp fucked around with this message at 02:44 on Aug 26, 2021

General Revil
Sep 30, 2014

by Jeffrey of YOSPOS
The link is broken for me. Google complains about unusual traffic. I got rid of the stuff after the video ID and it worked.

https://www.youtube.com/watch?v=FQMbXvn2RNI

Xlorp
Jan 23, 2008


Just poasting that I played my first 500 turn game of this . Silicoids were strange; having regular diplomatic channels with everyone was more engaging than just being rockheads in MOO2.

My first neighbors were Darloks, who sadly got blocked into their cul de sac and pestered me constantly for open borders. I had fun selling them updated charts of a galaxy they would never visit. And then making better use of their system than they ever would.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Sorry it's taken so long- I was intending to get writing earlier, but I ended up wrestling with a very extended period of insomnia which killed my ability to make creative output. Work on the update is coming along, but I don't think I'll be done before I'm out this evening. Anticipate an update out on Sunday or Monday.

And, Xlorp, good job on taking over the Darloks. They certainly deserve it.

Teaser for the update...



Why yes, we are 'greedsome', we're the Gnolams.

General Revil
Sep 30, 2014

by Jeffrey of YOSPOS
Looking forward to the update!

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Just a brief update: finished writing up all the 'timeline' stuff today, and am intending to do the 'state of the galaxy' and planetary reports tomorrow. Thank you all for your patience!

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
The Outbreak of War





Late in 2300, the pirate vessels en route to Torrein in the Lirr system was intercepted by a Naval Suppressor-class counterpiracy frigate. Unsurprisingly, the Navy destroyed the threat with little difficulty, and prepared to set out on a punitive expedition to wipe out the haven of exiles and criminals that had sent forth these ships.







Throughout 2301 until late 2302, League government and commercial negotiators were involved in continuous discussions with representatives of other races. Human and Mrrshan commercial interests, both of which were strapped for funds under current conditions, were offered favorable price terms in order to allow trade to continue, allowing the Mrrshan and Humans to capture a greater portion of the gains from continued trade. Meanwhile, the General Oversight Combine offered a lump sum of 120 trillion credits in order to gain access to League navigational charts, thereby helping fund Gnolam governmental operations for a time.






The punitive expedition against the pirate presence in the Templum system arrived near the end of 2302, smashing the pirate havens and helping secure the situation on the frontiers of Gnolam space. With trade lanes at least temporarily secured, growth of the border colonies continued unmolested.



In 2305, yet another new colony world of the Universal Mercantile League was established, spreading the Gnolam species to the Sahil star system on the far side of the core. The new colony world of Innon's harsh and toxic environment rendered it a challenge to the new colonists, but the extensive prefabricated industrial equipment and Innon's native deposits of dark quartz helped promise a relatively rapid development of the new world.




The United Republic quietly approached the Universal Mercantile League in 2306, offering to share Human techniques in intelligence analysis, tradecraft, and training for espionage agents in exchange for the transfer of designs for Gnolam repair drones to the Republic's Space Fleet and its construction contractors. League negotiators swiftly agreed, both viewing the transfer as potentially useful for LIIS operations and believing that a strengthened Space Fleet would help ensure the continued security of the League's oldest and closest friend in the galaxy.



With the availability of new alloys making use of nanotech fabrication methods recently pioneered by Apocrypha Engineering, shipbuilding techniques steadily advanced in the League. By 2309, a white paper was circulated within Reliant Aerospace proposing a design for a military spaceframe heavier than any yet previously constructed or proposed within the League, while Voidstar Engineering- a recently founded aerospace company- began an effort to market a new generation of small craft designs to the Navy.

Heavy Fighters are a significant upgrade on earlier fighter designs, but I don't really have the experience to say if they're 'worth it' as a weapons system. Maybe something I could try.



Over the past decades, a series of laboratory complexes had been constructed in the asteroid belt of the Origen system, studying the ancient artifacts there. This, at first, had garnered little notice, but, in early 2310, researchers working in these laboratories announced that they had determined the artifacts in the belt were most likely of Antaran origin, rather than, as first assumed, originating from the Orion Confederation. Although damage over time left the insight into Antaran technology minimal, nonetheless the first steps towards understanding the Antarans had been made. One thing researchers were agreed on is that ancient data archives seemed to indicate that Antarans had been experimenting with technology permitting construction of artificial dimensions, separated from the natural universe, although how they might achieve such a feat remained obscure at best.

With research stations on Antaran ruins in asteroids, you can unlock pieces of the puzzle on how to strike back against the Antarans. The number of Antaran ruins required likely render achieving this in our game impractical- a significant swath of the galaxy is required to get enough ruins.





Near the end of the year 2310, negotiators from the New Empire approached the Universal Mercantile League, offering a transfer of over 500 trillion credits to the League treasury in exchange for military support against the Sakkra Nations. Debate within the Assembly was heated, but, in the end, the Assembly agreed to declare war on the Sakkra Nations in an effort to relieve the threat on the New Empire and on the Mrrshan people. The Father of Nations, on delivery of the news of this declaration of war, was reported to say that Gnolam greed should be their undoing.



As of the outbreak of war, the League had no significant ground expeditionary forces raised, and immediately began a program of recruiting in order to assemble the troops needed to secure Sakkra colony worlds. Second and Third Fleets of the Navy, stationed at the Combine border at Guad and at the Klackon border at Sena, began the process of redeployment to the frontiers with the Nations. The immediate target for Naval operations would be the Sakkra colony worlds in the Warikomi and Vijzar systems in the Core, to be followed up by a push into the Far Quadrant through the Olor system for as long as domestic support for offensive operations could be maintained. Naval exploration vessels in Warikomi and Kochba systems were unfortunately vulnerable to attacks by the Nations, but little could be done save to hope that they could safely withdraw from Sakkra space.







The first engagements of the war were, indeed, the attacks by Nations ships upon these scouts. In Kochba, the scout was swiftly hunted down and destroyed by a pair of Nations cruisers, while in Warikomi, despite being outnumbered two to one and coming under fire from advanced missiles making use of ultra-dense fragmentation cases used to inflict severe damage in their blast area, the overlapping layers of defenses on the League's naval scouts allowed the Suppressor-class scout to intercept many of the incoming attacks, mitigate the hits it took, and engage and destroy both enemy frigates with long-range missile fire. The scout in Warikomi proceeded to fall back to League territory, its crew counting themselves fortunate to have survived.



Negotiation by Gnolam trading firms with Alkari interests that helped set the terms of trade as the war was breaking out were, as was becoming distressingly common, fairly unfavorable to Gnolam interests. Navigating Star Empire tariffs and setting export prices that could succeed in Alkari markets cut deeply into Gnolam profits, although trading firms nonetheless found it worthwhile to maintain trade relations even under such poor conditions.



Stollen Innovations had continued to grow and thrive since its foundation, and, although many of its inventions were relatively minor or obscure, they nonetheless provided many of the small advances found in Gnolam industry and Gnolam household technologies, and spurred innovation by competitors hoping not to be taken off-guard by Stollen's continual pushing of the status quo. By 2316, Stollen Innovations was ready to open a major new division, even further increasing the volume of its work. Arne Stollen's genius and the policies he had encouraged to help recruit and retain promising talent had built his firm into an enduring institution within the League.



In 2318, AM-715, one of the aristocratic fixed intelligences of the Meklar Combine, applied for residency within the Gnolam League, having been forced from its earlier position by intrigues within the Combine. Although AM-715 had a distinguished history as an industrialist within the Combine, and many believed it could be a valuable contributor to the League, nonetheless unconfirmed rumors of AM-715 having been responsible for war crimes against the Bulrathi while serving as a governor of occupied Bulrathi territory rendered its application for asylum deeply controversial. Debate within the Assembly for whether to approve permanent residency in the League was fierce, and any admission of AM-715 as a permanent resident promised to lead to ongoing protests and political discontent.

AM-715, although definitely having potential as an industrial leader for some system and a potential intelligence asset, has a very steep price tag for its benefits, relative to other leaders we've seen, and I think there's an argument it isn't actually worth it.





As the League was mobilising ground forces to prepare for an offensive against the Sakkra Nations, it was approached with a diplomatic offer by the Great Empire of Bulra in late 2318. The Great Empire, which was struggling to maintain its lines against the General Oversight Combine, was willing to offer a modest financial incentive and to share certain of its technical advances in shield design to ensure the League did not get involved in active operations against the Great Empire. The League, whose role in this war thus far had been essentially non-existent, was happy enough to accept this ceasefire. The Combine protested the UML withdrawal from the war, but relations between the Combine and League endured despite this strain.






Over the course of 2319, the Champion, the former Naval vessel registered to Axelsson Interstellar Trading, engaged on a mission on contract with the League government to first intercept and destroy pirate ships operating out of a newly-established base in the Miract system, then hunt down and destroy that base, helping keep lines of commerce between the UML and the United Republic open. As could be expected, the pirates were firmly outclassed by the Champion, and the outcomes of the initial engagement and the subsequent destruction of the pirate base were never in doubt. With commerce continuing without interruption, the League continued to thrive.




Improved materials science and experience with large-scale engineering projects continued to accumulate within the United Republic, and, by 2320, Underworld Waste Disposal, a recently formed corporation, was ready to begin construction of a truly daunting project- a massive bore down through the crust into the mantle of Teziv, with hazardous waste to be plunged into the molten mantle, far from water supplies, population centers, or the potential to cause harm. Combined with atmospheric scrubbing to avoid emissions into the atmosphere and monitoring of waste products to ensure they could be easily captured for disposal, these disposal dumps would have effectively unlimited capacity to handle waste from Gnolam industry, allowing Teziv to safely sustain its massive industrialisation- and even save money on current disposal methods.



Trade negotiations with Meklar in the early 2320s continued to struggle with relatively poor terms for Gnolam exporters and importers. The brittle state of economies outside the League made it so that the gains to the League from trade were continually undercut, but not eliminated.

The Universal Mercantile League and Known Space as of 2325



The steady growth of the League economy and population has led to a recovery in figures in investment and innovation, which has now passed the previous high-water mark by a significant margin despite the outbreak of war. Neither the Nations nor the League have yet engaged in active combat operations, but this is only a very temporary state of affairs, with the League about to engage in its first war with active hostilities since its expansion to the stars.




Third Fleet has been reinforced to full projected strength, less the yet to be designed heavy flagship. 60 million troops in a fleet of transports are closely escorted by Third Fleet, with 120 million trailing shortly behind. The first target for Third Fleet is the Sakkra colony world of Irguk in the Warikomi system, with a fleet of one cruiser and a frigate mustered to stand against the three battleships and three frigates of Third Fleet upon its estimated arrival in 2327.



Second Fleet has taken up a forward position in the Templum system to intercept any attack from the Nations coming along that route. Although it has yet to be reinforced to full strength, its last battleship is en route, currently preparing to leave the Montone system.



First Fleet remains on station on the United Republic border, hopefully to serve as a reaction force in the event of Antaran incursion against the League. It, for now, remains understrength, with two battleships and a full complement of three escort frigates.






Val's population is now nearly 14 billion and still growing, supported by a warmer, more fertile planet re-engineered by the height of biological and ecological science. Crop yields are higher than ever on the homeworld, and construction has nearly been completed on a series of mantle-depth waste dumps intended to manage anticipated growth in Val's population and industry. The Gnolam homeworld is now more populous and more prosperous than any time before in history, and, as the hub of its internal trade and logistic networks, the single greatest contributor to the overall prosperity of the League.





Stevas' population has stabilised at approximately eight billion, following its terraforming to increase habitable area and agricultural yields by improving its environment even beyond a natural Val-like world. With improved cutting-edge laboratory equipment and computers for its research sector, its contribution to the League's research has only increased, while a heavy industrial sector now grown to employ 200 million persons focuses on supplying materials and components to Tessin. The local economy is prosperous, but reliant on imports to maintain a heavily-developed infrastructure beyond what its local population is capable of maintaining.







A dip in local research employment from 350 million to 250 million has resulted in a reduction of output of Tessin's research community, despite improvement of equipment and facilities available to it. Population has remained steady at 13 billion, although it is anticipated that it shall once again begin growing as soon as the nearly-complete process of terraforming the planet to a more welcoming environment is complete. Recruits for the League's expeditionary forces from across the League have been set to muster at Tessin, although some analysts suggest that the supply of readily-recruited young Gnolams willing to join the expeditionary forces shall soon be depleted- the faith of the general population in the necessity or value of offensive operations on the opposite side of the galaxy is limited, to say the least. Tessin also remains a major center of export





Eglein's population has held steady at 13 billion, but its economy has grown significantly with its growth as a center of interstellar finance and with the adoption of cutting-edge equipment for its research sector. A major terraforming project is underway on Eglein, seeking to largely eliminate the desert regions on the planet, increase habitable areas, and improve suitability for agriculture. It is one of the most productive worlds of the League and a major gateway to trade with the United Republic and Star Empire of Altair, although the lack of controlled subterranean growing environments reduces its overall agricultural productivity relative to other heavily-developed worlds in the League.





The establishment of subterranean agricultural caverns, upgrade of equipment for researchers, and implementation of modern organ-cloning facilities for hospitals have, although they have improved productivity in various ways, made Navok even more dependent on support from other colony worlds that can supply advanced materials for its economy. A slow process of terraforming, introducing small seas and shifting the planet to a dry garden environment, is under way, hopefully to allow its population to grow beyond seven billion.






Eydin, already one of the primary economic centers of the League, has seen the productivity of its research sector improved with better equipment and has had an additional layer of security against attack added with the establishment of a network of shield generation facilities. As with many other developed Val-like worlds in the League, a process of terraforming has been started here, offering the potential for Eydin to eventually grow beyond its current population of 13 billion.





The bustling industrial world of Teziv stands as the first in the League to have completed the new round of terraforming projects allowed by new technology, and the first to have completed mantle-depth waste disposal shafts. As extensive processing was previously needed to render industrial waste on Teziv safe, this has actually reduced the overall expense of waste management on the planet. Its population has grown to 12 billion, with an even more productive heavy industrial sector than before, along with a strikingly more productive research sector with greater employment and better equipment. The growth in population has come alongside a growth in the ability of the planet to support its industries, and Teziv is now a slight net contributor to investment capital in the League. Teziv remains the center of Naval shipbuilding, with new battleships being assembled to reinforce First Fleet and serve as the first units of Fourth Fleet.





Sluyen, long since one of the primary worlds of the League, has remained steady at 13 billion persons in population and with a highly-productive economy. Its research sector has grown in effectiveness over the past 25 years, bolstered by the most modern computer equipment, and a major program of terraforming is nearing completion here. It is anticipated that Sluyen will serve as the source for several colonisation ventures to settle other worlds in the Hoshi system following the completion of its terraforming.





Following the completion of its terraforming, Skeggi's population has increased to eight billion, with increased investment into its research sector. Plans to further expand its heavy industrial sector as a prelude to Skeggi becoming a major mustering point for new colonisation missions are waiting for the completion of a space elevator and improved facilities for industrial waste processing to manage the side-effects of increased heavy industry. Although Skeggi is highly-reliant on outside investment for planned colony missions, its rich resources and orbital shipbuilding infrastructure promise to make it quite efficient at mustering these missions.





Over the past 25 years, Tarvaal has seen major improvements to its educational systems, has established controlled subterranean agriculture, and has implemented the latest in policing technologies to allow DNA trace of suspects. Further, its population, already large and wealthy, has grown to more than 14 billion persons, passing Val as the most populous planet in the League. Upgrade of the computer equipment in use by its research sector is underway, hopefully to advance innovation beyond the point it has reached with current educational improvements. Growing population and industry has strained pollution processing here, and perhaps, soon, mantle-depth waste dumps will be established to handle the industrial waste of the planet.





Significant progress has been made on terraforming Nevan to a more hospitable environment, but industrial efforts here have shifted to establishing subterranean farming complexes to better feed the burgeoning population, which has grown to over 8 billion. With this growth in population, Nevan's research sector has grown to fifty million in employment, significantly increasing innovation produced on the planet from when a relatively token population were employed in R&D. There has been some discussion of installing atmospheric filtering on Nevan's industrial plants to compensate for growing issues with pollution on the planet.





The oldest Gnolam colony outside the Local Quadrant, Genein, has successfully introduced water, a simple biosphere, and a marginally-breathable atmosphere, although the environment here is still bitterly cold and hostile. With open farming now possible, the development of industries to produce supplies and equipment for managing soil chemistry has been swift to follow, as has been basic atmospheric filtering for the industry fed by the vast resource reserves of Genein as a stopgap until mantle-depth dumps have been completed. The somewhat less hostile environment and better food security has allowed Genein's population to grow to over six billion, and it seems likely growth shall continue for some time.





Tollesen has growth to over three billion persons, with modern spaceport facilities and export-oriented industries helping secure its position in trade and helping fund a growth in modern optronic conveniences and luxuries for the population for home comfort and entertainment. Full-scale industrial fusion for local industries has helped accelerate local development, but the planet is still massively dependent on external investment, and remains essentially a backwater whose contributions to the greater League are minimal. Regardless, conditions here are slowly improving for the population, and a terraforming project intended to introduce a breathable atmosphere and allow for successful local agriculture is under way.




Support industries for agriculture to manage soil chemistry and bolster yields, modernised power infrastructure, modernised medical facilities, and better access to modern consumer comforts and entertainments have significantly bolstered conditions on Lassen over the past 25 years, and the population has nearly doubled, now at over six billion persons. The larger population supports a much larger heavy industrial sector, and growth in export-focused industries has driven investment in new spaceport facilities. The economy is essentially stable and healthy, and although Lassen's position is still relatively minor, it is now clearly a net contributor to the League's prosperity.





Ryhen's population has continued to rapidly expand, now nearly reaching 10 billion persons. The planet is far more heavily-industrialised, with advanced automation and robotics supporting a heavy industrial sector that continues to employ 200 million, and with advanced emissions capture on factories and pollution treatment facilities helping to manage the side-effects of increased production. This has helped allow the growth of export industries that help bring more wealth to the planet, and local governments have raised security forces as a contingency against civic disorder or outside invasion. Ryhen has overseen significant turmoil on Degon over the past 25 years, as its previously stagnant aristocratic system has been increasingly disrupted by new agricultural technologies, new wealth from trade, growing populations, and growing unrest. The League has done what it could to help support the High Court of Degon in these times of transition while encouraging the High Court to consider reforms that help address the discontent of the commoners. So far, how the Degonians shall adapt remains to be seen.





Surren has secured access to reliable supplies of modern optronic consumer and entertainment products and has established subterranean farming complexes that better help secure the food supply on this lifeless world. New export-focused industries and the spaceport complexes to handle expanded trade help finance these improvements for the location population, which now exceeds three billion, but Surren is still very heavily dependent on outside investment. An update of Surren's hospitals to take advantage of modern organ cloning should further improve local living standards before terraforming starts on the planet, helping introduce water and shift the atmosphere to ensure breathability.




Torrein has implemented the basics of modern industry, business standards, and legal environment, and has extensive industrial hydroponics, extremophilic fungal farms, and sealed-environment domes to provide a basic food supply for its population. It also has established basic research facilities, focusing on examining the faint traces of Confederation-era relics on the planet. Overall, however, Torrein remains a very backward planet with a population only just over two billion. Work on further modernising the industrial base with advanced robotics is underway.




Prefabricated infrastructure rapidly deployed into the landing settlements and heavy investment have ensured that Innon has rapidly established the basics of a modern Gnolam colony world on this harsh toxic planet. Although dark quartz deposits have aided industrial development, the local gravity has proved an obstacle. Innon remains, for now, a major draw on investment funds in the League with only minimal benefit to the wider League as of yet.



The past 25 years have seen GGP grow by approximately 18.3%, while League GDP has grown by 17.1%, leaving the League's portion of GGP to lag slightly. It is anticipated that as more worlds complete terraforming and populations rise and as new colonial ventures get off the ground that this failure to perform to trend shall reverse. The League's influence over foreign markets has continued to grow, with League firms easily dominant in international commerce, followed by Combine and Republican firms and a limited performance by raw materials provided for commodities markets by Klackon trade.



With increased experience by LIIS agents and analysts and continued work to ensure that police procedures across the League meet modern standards, League internal security is now tighter than ever. Limited espionage to gather information from the Sakkra Nations is underway.



Deep study into biology promises the ability to custom-design organisms to specification. Completely synthetic microorganism species designed for treatment of disease are expected to be a major breakthrough in medical treatment.

Proposals for the Universal Mercantile League

Reasearch Proposals
The planned expansion of the Navy shall be a significant strain on existing logistics, but it is believed that hyperspace communications that could cross the League in seconds may be possible, which would ease the logistic burden and lay the foundation for massive improvements to civilian communications and economic efficiency across the League. A side-effect of such research would be a significant refinement in hyperspace phase cannon designs, justifying updating Naval designs to a new weapons standard. Further refinements in artificial gravity may allow for a new generation of mass driver weaponry more effective than anything else yet fielded, but such a project would both be expensive and produce a generation of weapons that may require more refinement before they have the tactical flexibility of existing weaponry. Advanced work in chemistry and materials science could produce notable benefits, while refining ship power systems to better take advantage of the improvements in power density provided by antimatter reactors could improve overall military ship efficiency.
Please vote between HYPERSPACE PHYSICS, Multi-Phased Physics, DISTORTION FIELDS, Molecular Control, or High-Energy Distribution. As usual, ALL-CAPS technologies imply research of their pre-requisites- Multi-Phased Physics for Hyperspace Physics, and Warp Fields for Distortion Fields

Secondary Research Priorities- Molecular Control
Improvements in materials science and chemistry could potentially have applications both for ship weaponry and armor.
Please choose between Adamantium Armor and Zeon Missiles as an application for Molecular Control.

AM-715
Permanent residency in the League for AM-715 is being reviewed by the Assembly. If it is allowed to permanently settle in the League, there will doubtless be severe political controversy, but it is a highly capable intelligence that could doubtless successfully make a place for itself if permitted to stay.
Please vote yea or nay on hiring AM-715. If you vote yea, vote whether to have LIIS recruit it or keep it in the civilian sector. Again, AM-715 might be worth it, but to my eyes it's very expensive for what it does, and we might prefer to wait for other leaders instead.

Military Considerations
The Assembly may give instructions to the Navy and expeditionary forces to guide military priorities against the Sakkra Nations.

Investment Spending
Continued spending of Gnolam investment capital may focus primarily on building up planetary infrastructure or ensuring dominance of foreign markets.
Please vote between spending most of our surplus money on domestic development or buying up more GMF shares to ensure we keep a dominant lead.

Colonisation Priorities
Multiple colony missions may be sent out. Several targets are potentially promising.
If you wish, designate a colony world to focus on as a colonisation target. I can try and review our potential options if requested.

The war with the Sakkra Nations promises to be a conflict of a scale never before engaged in by the UML, and already there are signs of discontent with this breaking of the expectation of peace and prosperity for the citizens of the League. No matter how the war progresses, this is certain to be a challenge for the Assembly, although it just may be enough to help save the New Empire from Sakkra aggression.

MechaCrash
Jan 1, 2013

And now comes the part where you can start making the real money. :unsmigghh:

Anyway for research proposals, I will go for Hyperspace Physics. What good is having the biggest economy around if we can't really leverage that into having the biggest navy around? To say nothing of having swankier guns. The faster we can shoot them down, the less damage we'll take! Best defense is good offense and all that.

For the secondary proposal, I am going with Zeon Missiles for metagame reasons I'll not elaborate on for people who don't know but I won't try and pretend it's not there. Suffice to say, I will start agitating for missile ships so I can be a giant loving nerd and put in my giant loving nerd references because I am a giant loving nerd. :v:

My vote on AM-715 depends entirely on how many leader slots we have. So my vote is if we can still get more people, let's Operation Paperclip this jerk and stuff it in a planet, but if this will be our last one we tell it to hit the bricks.

You know what I'm going to say about the military. :blastu:

For investment, you gotta grow the base before you can conquer the world! This is a marathon, not a sprint, so let's make ourselves awesome and then buy out the galaxy. Gotta spend money to make money, after all!

My major colonization suggestion at this point would be Ssla. Which is only mostly shitposting, but home systems tend to be really good, and Ssla will already have plenty of people and infrastructure, so if you can just rain marines on it until you can take it, it'll be a pretty big help! And Ssla reproduce very quickly, so once you terraform their planet to hold even more of them, it should be quick to fill, and you can use it as a population farm to help fill out other planets you take in the system.

Theantero
Nov 6, 2011

...We danced the Mamushka while Nero fiddled, we danced the Mamushka at Waterloo. We danced the Mamushka for Jack the Ripper, and now, Fester Addams, this Mamushka is for you....

Nutris thinktank, Theoretical Nutrition Division posted:

"You're insane."

"NO! IT IS YOU WHO IS WITHOUT VISION!"

"It will NEVER work! Those formulae have been sealed for centuries for a reason. What you are trying has been tried before, and it never works!"

"Back then we were ignorant and savage! With these new molecular techniques, it might work! You know it's true! You've seen my formulae!"

"No..."

"Yes."

"We will resurrect Gellum."

"And it will be MAGNIFICENT!"

Molecular Control and Zeon Missiles

Yay to AM-715

Domestic Development

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Nian Bortis, BS&L internal discussions posted:

On the scale we're operating, we need faster communications. As it stands, the lag between Val and Innon, let alone Yileria... heh. It's hard enough to hold things together as it stands.

Hyperspace Physics.

News All Day Network posted:

... Foundation Metallurgical announced a R&D program intended to provide a new general of structural and armor materials for industrial and military applications...

Adamantium Armor

Nian Bortis, to the Assembly posted:

As a League we owe it to our citizens to uphold our framework of laws, which provides a predictable and stable environment for business. Special approval for immigration of somebody who was in breach of those laws is contrary to what we stand for.
Nay on hiring AM-715.

For military priorities, I believe the key thing is to secure the Olor system. From there, we have a defensible beachhead into Sakkra space, and we can focus on assisting the Mrrshan by hunting down and destroying Sakkra fleets. As for our cash, internal development should probably remain where the bulk of our money goes- we have a pretty strong GMF lead for now, and we need to make sure our internal GDP keeps going up.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

MechaCrash posted:

My vote on AM-715 depends entirely on how many leader slots we have. So my vote is if we can still get more people, let's Operation Paperclip this jerk and stuff it in a planet, but if this will be our last one we tell it to hit the bricks.

AM-715 will fill slot 8 of 9 for leaders we have, for reference. We currently have five Gnolams (boosting income at Val by 50%, boosting of income for Stevas and Tessin by 10% along with a boost of 30% to trade treaty revenue, boosting empire-wide income by 12%, boosting empire-wide research by 30% and travel speed either for his fleet or for all fleets by 10%, and boosting industrial production at Teziv by 50%), one Alkari (boosting empire-wide internal security by 8%), and one Sakkra (boosting ground combat where her fleet is at by 10%). Ignoring a couple redundant bonuses where only the highest bonus counts, here.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Incidentally, any lore requests or requests for intelligence by people?

Victis
Mar 26, 2008

Military:

Build and deploy Heavy Fighters

idk what that entails but let's have some potentially non-optimal fun

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Victis posted:

Military:

Build and deploy Heavy Fighters

idk what that entails but let's have some potentially non-optimal fun

In order to help accelerate that, getting Multi-Phased Physics researched by voting for either Multi-Phased Physics or Hyperspace Physics would help, thereby ensuring a new ship design contest. I can take this as a request to prioritise new flagships over doing the standard line ships and escorts to start new fleets, and if nobody else proposes a carrier design, I'll make sure one is proposed. So, you have a technology vote? :)

Xlorp
Jan 23, 2008


nweismuller posted:


Proposals for the Universal Mercantile League

AM-715
Nay to AM-715 - Overbuilding and overhiring can kill a budget. Are there niftier skills we should be holding out for?

Military Considerations
Securing up to Olor would be a lovely way to mess with the Sakkra. If we ever have to declare war on the Meklar, we'll have to push into Media and Meklon itself to optimally pinch them off.

Investment Spending
Buy, buy, buy. The market can only go UP! Unnecessary infrastructure is like wearing a raincoat in the shower.

Colonisation Priorities
Let's stay ahead of worlds that other empires with open borders to us might try foolishly a'colonizing.

General Revil
Sep 30, 2014

by Jeffrey of YOSPOS
Glad to have this continue. We're definitely at the point that all these names are turning into a giant blur for me.

High Energy Distribution
Because it sounds cool

Missiles
The Itano Circus reference has won me over.

AM-715: Nay
A steep price to pay for someone that may or may not have committed atrocities against the Bulrathi

Domestic spending
We have a strong lead in the shares. Stick to improving the economy, not buying up shares when we can just buy more later.

All other questions: Abstain

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Xlorp posted:

Are there niftier skills we should be holding out for?

In my opinion, a leader who improves colony research, income, food production, or one who increases production without being ridiculously overpriced like AM would be good. A leader who improves combat performance of our fleets would be good. And a leader who improves diplomatic disposition (I know there's at least a couple that exist) would be a very powerful tool for us. Global income, global research, trade treaty revenue, and internal security we all have covered, and leader effects on those don't stack. We have a leader posted with a fleet to help ground combat, morale bonuses will be of pretty marginal added value for us given my personal resolution to run moderate taxes (although if morale boosts are global, not localised to a single colony, it will be more useful- I haven't actually tested that one, but I have my doubts), spy experience gain, given our large, high-level stable of spies, is of marginal value in my opinion. I think there might be also some that help with pollution? Not critical, given our waste dumps, but can't hurt if it comes with other skills.

I'm uncertain if AM is so expensive because of the spy bonus, the morale bonus, or just because it's a 'loyal' leader for the Meklars (which I suspect means the Meklars passed on hiring it). We have all the 'loyal' Gnolam leaders, and I happen to really like the mix of abilities the loyal Gnolams have. Global research, global income, and trade treaty income are all great empire-wide boosts, then the other two help income and production on a system, which is always useful. The loyal Gnolam leaders are decidedly not war-oriented, which really isn't all that shocking, is it? But direct military bonuses, they need to get from aliens they can convince to work for them.

Speaking of spy experience gain... do people think we should be looking into upgrade our Spy Center into an Espionage Training Facility? It's not like we can't afford the upgrade, although the extent to which it will help at this point is uncertain. We, again, haven't exactly suffered a lot of spy attrition.

nweismuller fucked around with this message at 12:46 on Oct 16, 2021

Vee2003
Jul 12, 2018

"In retrospect, flying into the black hole may have been a tactical error."
Research: Hyperspace Physics and adamantium armor.

AM-175 : No

Military considerations: I think you're probably right about the Olor system. Though if we get a shot at it, Mechacrash is right that the Sakkra home system would be an especially sweet prize.

Keep working on domestic development spending for the moment.

And since you asked about lore questions, I'd be curious about Lilka's response to war with the Sakkra.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Vee2003 posted:

And since you asked about lore questions, I'd be curious about Lilka's response to war with the Sakkra.

Lilka and her Raiders are attached to Third Fleet, ready to assist with the invasion of Irguk by identifying and eliminating key members of defending Sakkra leadership and key communications infrastructure. By all reports, their morale is high and they're eager to once again move into active combat operations after their extended peacetime duties. If she's bothered by the prospect of killing other Sakkra for Gnolam employers, she certainly hasn't revealed it.

LanceDearnis
Jan 2, 2014
Woohoo! Now, let's get back into the swing of things.


Requisitions Review Board 113-A posted:

Accounting Manager: "We've been reviewing your budgetary requests, and, we need to have this talk today to..."
Engineering Lead A: "We're not over budget, are we? I thought we were tracking tha-"
Engineering Lead B: "No, the work we've been doing has been using downcycled components from the R&D team, I was assured it was already charged off...."
Accounting Manager: "No, you're not over budget."
Engineering Lead A: "Well, that's a relief."
Engineering Lead B: "Then we shouldn't have any problems. We're far under budget. What are you here for?"
Accounting Manager: "You've taken on 14 long tons of castoffs in the last month..."
Engineering Lead A: "Affirmative."
Engineering Lead B: "Yes."
Accounting Manager: "This warehouse is empty."
Engineering Lead A: "...So the question is?"
Accounting Manager; "This is your only storage facility. A *week* worth of materiel can't fit in your lab. Where is it."
Engineering Lead B: "Oh, we're not sure."
Accounting Manager: "....Explain."
Engineering Lead A: "The energy being used here isn't enough for an annihilation effect, so we assume it's an energetic transmission of some kind, but we lose track of it within..."
Accounting Manager: "Stop. I don't need to know. This is going to the engineering board, so you can explain that you're, what, sending the materials into the star...."
Engineering Lead B: "More of a braided plasma conduit..."
Accounting Manager: "STOP."

HYPERSPACE PHYSICS (You had me at economic efficiency.) We promise to stop beaming things through hyperspace until we understand it, too.

Naval Review Board 00S-NZ posted:

DRB Member A: "...just a matter of proportionate effect. Our forges can only make so much of the needed exotics..."
DRB Member B: "A lower grade of forges is required for the alloys, however; the production of a core takes sveral times the energy and materials to-"
DRB Member A: "But you need hundreds of times as much material. Even with the ratios, it doesn't add up."
DRB Member C: "The maintenance costs have to be evaluated too; the repair efforts are considerable. The required materials for even nanaforge repair are..."
DRB Member A: "Even if we can make the alloys on more planets, the missile cores are more efficient to produce."
Zeon Missiles (I like missiles.)


NAY on AM-715 Seriously, he wants HOW MUCH?

Let's aggressively attack with military; this is our new colonization plan.

Fiduciary Foredays, Roundtable Destruction posted:

Talking Head A, The Host: "Today, the discussion is about the direction of the galaxy. There's been more pressure and more opportunities and more resources available then ever before. But what's next? Should it be battleships or holosuites? Forges or waste processors? Surren or Tarvall? Today we talk!'
Talking Head B: "The question is, are these even the best investments we can make? Our propsperity ahs been built on our control of international trade, so..."
Talking Head C: "But what do we do all of that for? We make use of this wealth and resources for the benefit of our own systems first. There is the needed foreign aid to enable them to engage in long-term pursuits, but...."
Talking Head B: "This is exactly that; by retaining our control over the shares we ensure that these arrangements will continue and that there will be the continued influx of resources to our systems, and..."
Talking Head C: "But right now, we have mobilized our navies to a new scale. We cannot afford to split our attention in so many directions in these times!"

Domestic Development (The more we have, the even more money we make for GMF Shares!)

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
I'm going to wrap things up and play the first few turns, but expect a ship design contest before the next update! After several centuries, we once again need new designs!

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

News All Day Network posted:

Panic erupted recently on the recently-pacified Sakkra colony world of Irguk as long-range sensors detected inbound Antaran warships. With no defenses in place on this minor world, and with Third Fleet showing no indications of diverting to defend Irguk, many of the inhabitants of Irguk fear it will be the end of the their world. Admiral Gnorm Arvid of Third Fleet refused requests for interview, but left a statement that he 'would not waste the lives of his fleet on a battle that could not possibly be won'.

Rappaport
Oct 2, 2013

Since you (or rather the illustrious Gnolam Mercantile League!) already have the planetary shield tech, I will say that it sort of trivializes the Antarans in this game. Eventually they get enough ships / bombs to get through, a little, but all in all, they were a much bigger pain in the butt in MoO2. Which admittedly makes it funnier when they go after someone snowballing ahead of you!

Xlorp
Jan 23, 2008


I wonder about their targeting logic. It would be fun to wave a red flag to direct their attention.

Do they wait for Target Selection Day and ponder a heat map of economic points or military strength and say; "There, Eff that planet in particular"

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

Rappaport posted:

Since you (or rather the illustrious Gnolam Mercantile League!) already have the planetary shield tech, I will say that it sort of trivializes the Antarans in this game. Eventually they get enough ships / bombs to get through, a little, but all in all, they were a much bigger pain in the butt in MoO2. Which admittedly makes it funnier when they go after someone snowballing ahead of you!

The main issue is that their target has basically nothing built. I can try and get a shield up quickly, maybe, but that's about our best bet. Crappy luck for those Sakkra. Working on the design contest post, but it is a lot of typing, and I doubt I'll finish tonight. After we've gotten a chance to get new designs approved, I can play through the rest of the update.

nweismuller fucked around with this message at 08:14 on Oct 20, 2021

General Revil
Sep 30, 2014

by Jeffrey of YOSPOS

Womp womp.

The universe has decided to pick on this over particular batch of sakkra.

Groetgaffel
Oct 30, 2011

Groetgaffel smacked the living shit out of himself doing 297 points of damage.

Press release posted:

Blue Horizon Shipping Lines is rebranding!

Blue Horizon Shipping Lines, commonly referred to by its acronym BHSL, or the truncated Blue Horizon, is an old company. It is a company that was old, well established, and well known before we Gnolam even first ventured outside Val's atmosphere. Cargo containers bearing the letters BHSL with the distinctive sky blue arc cutting through them have been ubiquitous in every cargo port and major industrial centre.
After a long period of careful consideration, the venarable freight company has elected to change its name.

The new name has been selected to reflect BHSL's wider role in our interstellar civilisation, while still being recogniseable and staying true to its roots and values, and the reputation of sterling dependability.

As such, following a unanimous vote by the BHSL board, Blue Horizon Shipping Lines will henceforth be known as Blue Horizon Stellar Logistics

This name was chosen to preserve the instantly recognisable and beloved logo, and the acronym used in daily speech.


BHSL R&D posted:

We have in the works a revolutionary update for our entire logistics network, but for now our communications capability is already stretched to the limit. We need to first improve our communications network.

HYPERSPACE PHYSICS

BHSL orientation pamphlet posted:

Remember, logistics is the backbone of any civilisation!

Domestic development

Nay to hiring AM-715

Fake edit: Looks like I missed the vote, oops. Doesn't seem like it would've changed any of decisions though, yay! [/sub]

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nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Ship Design Contest, 2331

Although the Navy has steadily updated its aging Adjudicator and Defender spaceframes with new reactors and drives, new armor, new computers, and new shield systems making use of the latest magnetogravitic systems, but, although these incremental upgrades have helped keep the Navy effective for over two hundred Valian years, the fact is that the time for a complete spaceframe redesign is well past due. The Navy seeks replacements for the fleet escort frigate and line combat ship roles that the Defender and Adjudicator serve, and further wishes to see a new flagship class designed for the Navy. If design contractors wish to propose a supplemental class to be incorporated into Naval force mixes, they shall at least be considered.

SPACEFRAMES

The replacements for standard fleet escort frigates and line space control ships should be frigates and light battleships, respectively, while the new fleet flagships are planned as superheavy battleships. Other proposed ship classes may make use of any spaceframe, as appropriate.

Frigate spaceframe- 650 tons free displacement for mission equipment, 3 trillion credits manufacture cost, capacity for 3 special systems, fire control for 3 different weapon types
Cruiser spaceframe- 1,100 tons free displacement for mission equipment, 7 trillion credits manufacture cost, capacity for 4 special systems, fire control for 4 different weapon types
Light battleship spaceframe- 2,500 tons free displacement for mission equipment, 15 trillion credits manufacture cost, capacity for 5 special systems, fire control for 5 different weapon types
Heavy battleship spaceframe- 5,500 tons free displacement for mission equipment, 40 trillion credits manufacture cost, capacity for 6 special systems, fire control for 6 different weapon types
Superheavy battleship spaceframe- 14,000 tons free displacement for mission equipment, 80 trillion credits manufacture cost, capacity for 7 special systems, fire control for 7 different weapon types

ARMOR

A thin layer of superdense materials has replaced boron carbide as standard radiation shielding on Naval warships. Specially formulated nanotech composites are the current standard for Naval armor, although earlier generations of armor material may be available for review on request.

Nanotech composite armor, frigate- 16 trillion credits manufacture cost, displacement included in spaceframe, 237.50 hull points, 20 armor resilience
Nanotech composite armor, cruiser- 32 trillion credits manufacture cost, displacement included in spaceframe, 412.50 hull points, 20 armor resilience
Nanotech composite armor, light battleship- 64 trillion credits manufacture cost, displacement included in spaceframe, 812.50 hull points, 20 armor resilience
Nanotech composite armor, heavy battleship- 128 trillion credits manufacture cost, displacement included in spaceframe, 1875 hull points, 20 armor resilience
Nanotech composite armor, superheavy battleship- 256 trillion credits manufacture cost, displacement included in spaceframe, 4125 hull points, 20 armor resilience

REACTOR AND DRIVE

Antimatter reactors are the current standard for Naval ships, providing incredible energy density to weapons and drives. The current generation of drive systems are built to take advantage of this energy density.

Antimatter reactor and drive, frigate- 4 trillion credits manufacture cost, 99 tons displacement, strategic speed 3, tactical speed 3.9, base directfire defense 23.83
Antimatter reactor and drive, cruiser- 7 trillion credits manufacture cost, 217.8 tons displacement, strategic speed 3, tactical speed 3.12, base directfire defense 21.23
Antimatter reactor and drive, light battleship- 10 trillion credits manufacture cost, 479.2 tons displacement, strategic speed 3, tactical speed 2.7, base directfire defense 19.62
Antimatter reactor and drive, heavy battleship- 16 trillion credits manufacture cost, 1054.2 tons displacement, strategic speed 3, tactical speed 2.04, base directfire defense 16.72
Antimatter reactor and drive, superheavy battleship- 24 trillion credits manufacture cost, 2319.1 tons displacement, strategic speed 3, tactical speed 1.22, base directfire defense 11.96

FIRE CONTROL COMPUTERS

Positronic upgrades to speed processing in standard optronic systems allow for powerful and accurate fire control systems, and are considered standard in modern Naval vessels. Fire control suites are direct upgrades to computers already necessary for spaceframe operation, and, as such, do not impact displacement.

Basic computer infrastructure- manufacture cost as part of mainframe, base directfire accuracy 20
Dedicated positronic fire control suite, frigate- 16 trillion credits manufacture cost, base directfire accuracy 120
Dedicated positronic fire control suite, cruiser- 20 trillion credits manufacture cost, base directfire accuracy 120
Dedicated positronic fire control suite, light battleship- 25 trillion credits manufacture cost, base directfire accuracy 120
Dedicated positronic fire control suite, heavy battleship- 31 trillion credits manufacture cost, base directfire accuracy 120
Dedicated positronic fire control suite, superheavy battleship- 39 trillion credits manufacture cost, base directfire accuracy 120

MAGNETOGRAVITIC SHIELDS

The current generation of magnetogravitic shields provide significant protection against energy weapons and light shrapnel, but are insufficient to dealing with heavy projectiles such as those used by mass drivers without significant upgrades to their gravitic components beyond standard designs.

Magnetogravitic shields, frigate- 15 trillion credits manufacture cost, 115 tons displacement, 95 shield points, 9 point shield absorption
Magnetogravitic shields, cruiser- 22 trillion credits manufacture cost, 264.5 tons displacement, 165 shield points, 9 point shield absorption
Magnetogravitic shields, light battleship- 33 trillion credits manufacture cost, 608.4 tons displacement, 325 shield points, 9 point shield absorption
Magnetogravitic shields, heavy battleship- 50 trillion credits manufacture cost, 1399.2 tons displacement, 750 shield points, 9 point shield absorption
Magnetogravitic shields, superheavy battleship- 75 trillion credits manufacture cost, 3218.2 tons displacement, 1650 shield points, 9 point shield absorption

SPECIAL SYSTEMS

Re-engineering machinery throughout the spaceframe for maximum efficiency can be expensive, but can reclaim significant displacement for mission equipment. As such, it has been a standard in Naval designs for centuries.

Re-engineered machinery, frigate- 5 trillion credits manufacture cost, replaces 162.5 tons of spaceframe machinery with 87.5 tons of spaceframe machinery (77 net tons displacement reclaimed)
Re-engineered machinery, cruiser- 12 trillion credits manufacture cost, replaces 275 tons of spaceframe machinery with 153.1 tons of spaceframe machinery (121.9 net tons displacement reclaimed)
Re-engineered machinery, light battleship- 31 trillion credits manufacture cost, replaces 625 tons of spaceframe machinery with 240 tons of spaceframe machinery (385 net tons displacement reclaimed)
Re-engineered machinery, heavy battleship- 78 trillion credits manufacture cost, replaces 1375 tons of spaceframe machinery with 468.9 tons of spaceframe machinery (906.1 net tons displacement reclaimed)
Re-engineered machinery, superheavy battleship- 195 trillion credits manufacture cost, replaces 3500 tons of spaceframe machinery with 820.7 tons of spaceframe machinery (2679.3 net tons displacement reclaimed)

Re-engineering the drive for superior performance and rebuilding the thruster systems to support this can have benefits both defensively and in terms of mobility. The larger the spaceframe, however, the greater the sacrifices involved.

Augmented engines, frigate- 10 trillion credits manufacture cost, 60 tons displacement, +0.5 strategic speed, +25 directfire defense, allows bursts of high speed in combat
Augmented engines, cruiser- 25 trillion credits manufacture cost, 120 tons displacement, +0.5 strategic speed, +25 directfire defense, allows bursts of high speed in combat
Augmented engines, light battleship- 62 trillion credits manufacture cost, 240 tons displacement, +0.5 strategic speed, +25 directfire defense, allows bursts of high speed in combat
Augmented engines, heavy battleship- 156 trillion credits manufacture cost, 480 tons displacement, +0.5 strategic speed, +25 directfire defense, allows bursts of high speed in combat
Augmented engines, superheavy battleship- 390 trillion credits manufacture cost, 960 tons displacement, +0.5 strategic speed, +25 directfire defense, allows bursts of high speed in combat

Short-range FTL sensor suites, by eliminating sensor lag, help allow for significantly more accurate firing solutions. They have been standard on Naval vessels up until now, although some theorists speculate that the current generation of fire control suites may be able to cope without them, if room was needed for other systems.

Short-range FTL sensor suite, frigate- 4 trillion credits manufacture cost, 60 tons displacement, +30 directfire accuracy, small increase in strategic scanning range
Short-range FTL sensor suite, cruiser- 6 trillion credits manufacture cost, 90 tons displacement, +30 directfire accuracy, small increase in strategic scanning range
Short-range FTL sensor suite, light battleship- 10 trillion credits manufacture cost, 135 tons displacement, +30 directfire accuracy, small increase in strategic scanning range
Short-range FTL sensor suite, heavy battleship- 15 trillion credits manufacture cost, 202.5 tons displacement, +30 directfire accuracy, small increase in strategic scanning range
Short-range FTL sensor suite, superheavy battleship- 22 trillion credits manufacture cost, 303.8 tons displacement, +30 directfire accuracy, small increase in strategic scanning range

The jamming systems available to the Navy are little-changed from those available centuries ago. They offer notable defense against missile fire by baffling missile seekers, but the more sophisticated computer systems controlling ship guns can easily compensate for their interference.

ECM jammer, frigate- 12 trillion credits manufacture cost, 150 tons displacement, +25 missile defense
ECM jammer, cruiser- 18 trillion credits manufacture cost, 225 tons displacement, +25 missile defense
ECM jammer, light battleship- 27 trillion credits manufacture cost, 337.5 tons displacement, +25 missile defense
ECM jammer, heavy battleship- 40 trillion credits manufacture cost, 506.3 tons displacement, +25 missile defense
ECM jammer, superheavy battleship- 60 trillion credits manufacture cost, 759.4 tons displacement, +25 missile defense

Repair drone bays can improve the survivability of both the ship supporting the drone bays, and other ships in its fleet.

Repair drone bay, frigate- 10 trillion credits manufacture cost, 160 tons displacement, launches 1 repair drone, allows 5% self repair per annum
Repair drone bay, frigate- 22 trillion credits manufacture cost, 256 tons displacement, launches 1 repair drone, allows 5% self repair per annum
Repair drone bay, light battleship- 46 trillion credits manufacture cost, 409.6 tons displacement, launches 1 repair drone, allows 5% self repair per annum
Repair drone bay, heavy battleship- 97 trillion credits manufacture cost, 655.4 tons displacement, launches 1 repair drone, allows 5% self repair per annum
Repair drone bay, heavy battleship- 204 trillion credits manufacture cost, 1048.6 tons displacement, launches 1 repair drone, allows 5% self repair per annum

The best armor materials can help reduce damage to the hull and armor even further than standard nanocomposites, encouraging energy to be deposited at the armor's surface rather than penetrating.

Improved armor composition, frigate- 13 trillion credits manufacture cost, no added displacement, armor resilience x2
Improved armor composition, cruiser- 23 trillion credits manufacture cost, no added displacement, armor resilience x2
Improved armor composition, light battleship- 39 trillion credits manufacture cost, no added displacement, armor resilience x2
Improved armor composition, heavy battleship- 66 trillion credits manufacture cost, no added displacement, armor resilience x2
Improved armor composition, superheavy battleship- 113 trillion credits manufacture cost, no added displacement, armor resilience x2

Dumping of momentum into hyperspace can reduce the stress from massive impacts to shields and allow for stronger gravitic components in shields, capable of handling even massive projectiles. These stronger gravitic components also allow even more incoming energy to be sustainably dissipated without harm.

Upgraded shield gravitics, frigate- 4 trillion credits manufacture cost, 50 tons displacement, shield absorption +6, negates shield piercing and permits shield operation in nebulas
Upgraded shield gravitics, cruiser- 8 trillion credits manufacture cost, 100 tons displacement, shield absorption +6, negates shield piercing and permits shield operation in nebulas
Upgraded shield gravitics, light battleship- 16 trillion credits manufacture cost, 200 tons displacement, shield absorption +6, negates shield piercing and permits shield operation in nebulas
Upgraded shield gravitics, heavy battleship- 32 trillion credits manufacture cost, 400 tons displacement, shield absorption +6, negates shield piercing and permits shield operation in nebulas
Upgraded shield gravitics, superheavy battleship- 64 trillion credits manufacture cost, 800 tons displacement, shield absorption +6, negates shield piercing and permits shield operation in nebulas

Sophisticated structural analysis computers linked to dedicated sensor arrays can help direct fire from directfire weapons more effectively against enemy vessels, exploiting any armor faults, structural weaknesses, or critical ship components easily targeted. The computers and sensor arrays involved, however, are extraordinarily bulky.

Structural analyser, frigate- 3 trillion credits manufacture cost, 75 tons displacement, 30% bonus to hull damage from directfire weapons
Structural analyser, cruiser- 9 trillion credits manufacture cost, 187.5 tons displacement, 30% bonus to hull damage from directfire weapons
Structural analyser, light battleship- 23 trillion credits manufacture cost, 468.8 tons displacement, 30% bonus to hull damage from directfire weapons
Structural analyser, heavy battleship- 58 trillion credits manufacture cost, 1171.9 tons displacement, 30% bonus to hull damage from directfire weapons
Structural analyser, superheavy battleship- 146 trillion credits manufacture cost, 2929.7 tons displacement, 30% bonus to hull damage from directfire weapons

Backup shield generators intended to kick in for emergencies could temporarily restore shielding after it is dropped, but any such protection would be of strictly limited duration.
I also personally dread the micromanagement in making any sort of effective use of these.

Reserve shields, frigate- 5 trillion credits manufacture cost, 68 tons displacement, adds 19 shield strength for 10s, 30s cooldown
Reserve shields, cruiser- 12 trillion credits manufacture cost, 115.6 tons displacement, adds 33 shield strength for 10s, 30s cooldown
Reserve shields, light battleship- 31 trillion credits manufacture cost, 196.5 tons displacement, adds 65 shield strength for 10s, 30s cooldown
Reserve shields, heavy battleship- 78 trillion credits manufacture cost, 334.1 tons displacement, adds 150 shield strength for 10s, 30s cooldown
Reserve shields, superheavy battleship- 195 trillion credits manufacture cost, 567.9 tons displacement, adds 150 shield strength for 10s, 30s cooldown

Computers that allow for secure reprogramming of missiles on the fly to choose new targets in the event of the destruction of an old target, control systems for hyperspace microjumps, and devices to interfere with entry to hyperspace are all accessible to Gnolam technology, but the Navy is dubious about their tactical utility under current conditions.

WEAPONS SYSTEMS

BOMBS
Antimatter bombs are the current standard of the League for counterpiracy duties, and further could be of use in dismantling hostile Sakkra infrastructure in asteroid belts and around gas giants.

Antimatter bomb bay- 10 trillion credits manufacture cost, 100 tons displacement

MISSILES
League guided missile technology has lagged behind advances in defensive technology, but nonetheless is the current standard in counterpiracy duties. Defensive KKVs are a venerable technology that may struggle to take down more heavily-armored missiles, but still highly inexpensive for the protection they offer.

Second-generation nuclear missile launch tube- 5 trillion credits manufacture cost, 90 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range
Second-generation nuclear missile launch tube (up-armored variant)- 6 trillion credits manufacture cost, 112.5 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, increased durability
Second-generation nuclear missile launch tube (improved seeker variant)- 6 trillion credits manufacture cost, 112.5 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, 50% jamming resistance
Second-generation nuclear missile launch tube (fast variant)- 8 trillion credits, 112.5 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, 50% travel speed bonus
Second-generation nuclear missile launch tube (high-performance variant)- 9 trillion credits manufacture cost, 157.5 tons displacement, 25 damage, 10 armor penetration, 16s launch cooldown, 60 range, increased durability, jamming resistance, and speed

Second-generation nuclear missile launch tube (MIRW)- 10 trillion credits manufacture cost, 135 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range
Second-generation nuclear missile launch tube (MIRW, up-armored variant)- 11 trillion credits manufacture cost, 157.5 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, increased durability
Second-generation nuclear missile launch tube (MIRW, improved seeker variant)- 11 trillion credits manufacture cost, 157.5 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, 50% jamming resistance
Second-generation nuclear missile launch tube (MIRW, fast variant)- 13 trillion credits manufacture cost, 157.5 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, 50% travel speed bonus
Second-generation nuclear missile launch tube (MIRW, high-performance variant)- 15 trillion credits manufacture cost, 202.5 tons displacement, 12.5 damage per warhead (4 warheads), 10 armor penetration, 16s launch cooldown, 60 range, increased durability, jamming resistance, and speed

Defensive KKV launch system- 2 trillion credits manufacture cost, 30 tons displacement, 5 damage, 2s launch cooldown, 10 range, may only effectively engage missiles

CANNONS
The venerable mass driver, although it loses no energy over its effective range and can effectively bypass shield defenses, has a far lesser effective energy delivered on target at shorter ranges than hyperspace phase cannon, and the Navy believes upgrading to a phase cannon standard may be desirable. Graviton cannon, although developed after mass drivers, are considered by the Navy as poor substitutes for hyperspace phase cannon.

Mass driver, standard, limited-traversal front or rear mount- 8 trillion credits manufacture cost, 80 tons displacement, 12 damage, 10 armor penetration, 8s firing cooldown, 50 range, ignores defensive screens, no range dissipation
Mass driver, standard, paired broadside mounts- 12 trillion credits manufacture cost, 100 tons displacement, 12 damage, 10 armor penetration, 8s firing cooldown, 50 range, ignores defensive screens, no range dissipation
Mass driver, standard, full-rotation dorsal or ventral turret mount- 16 trillion credits manufacture cost, 120 tons displacement, 12 damage, 10 armor penetration, 8s firing cooldown, 50 range, ignores defensive screens, no range dissipation

Mass driver, auto-fire, limited-traversal front or rear mount- 12 trillion credits manufacture cost, 120 tons displacement, 12 damage, 10 armor penetration, 4s firing cooldown, 50 range, ignores defensive screens, no range dissipation, -20 accuracy
Mass driver, auto-fire, paired broadside mounts- 17 trillion credits manufacture cost, 150 tons displacement, 12 damage, 10 armor penetration, 4s firing cooldown, 50 range, ignores defensive screens, no range dissipation, -20 accuracy
Mass driver, auto-fire, full-rotation dorsal or ventral turret mount- 24 trillion credits manufacture cost, 180 tons displacement, 12 damage, 10 armor penetration, 4s firing cooldown, 50 range, ignores defensive screens, no range dissipation, -20 accuracy

Mass driver, heavy, limited-traversal front or rear mount- 16 trillion credits manufacture cost, 120 tons displacement, 24 damage, 10 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation
Mass driver, heavy, paired broadside mounts- 24 trillion credits manufacture cost, 150 tons displacement, 24 damage, 10 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation
Mass driver, heavy, full-rotation dorsal or ventral turret mount- 32 trillion credits manufacture cost, 180 tons displacement, 24 damage, 10 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation

Mass driver, heavy auto-fire, limited-traversal front or rear mount- 25 trillion credits manufacture cost, 200 tons displacement, 24 damage, 10 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy
Mass driver, heavy auto-fire, paired broadside mounts- 37 trillion credits manufacture cost, 250 tons displacement, 24 damage, 10 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy
Mass driver, heavy auto-fire, full-rotation dorsal or ventral turret mount- 50 trillion credits manufacture cost, 300 tons displacement, 24 damage, 10 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy

Mass driver, heavy, improved penetrator ammunition, limited-traversal front or rear mount- 20 trillion credits manufacture cost, 160 tons displacement, 24 damage, 15 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation
Mass driver, heavy, improved penetrator ammunition, paired broadside mounts- 29 trillion credits manufacture cost, 200 tons displacement, 24 damage, 15 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation
Mass driver, heavy, improved penetrator ammunition, full-rotation dorsal or ventral turret mount- 40 trillion credits manufacture cost, 240 tons displacement, 24 damage, 15 armor penetration, 10s firing cooldown, 75 range, ignores defensive screens, no range dissipation

Mass driver, heavy auto-fire, improved penetrator ammunition, limited-traversal front or rear mount- 24 trillion credits manufacture cost, 200 tons displacement, 24 damage, 15 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy
Mass driver, heavy auto-fire, improved penetrator ammunition, paired broadside mounts- 35 trillion credits manufacture cost, 250 tons displacement, 24 damage, 15 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy
Mass driver, heavy auto-fire, improved penetrator ammunition, full-rotation dorsal or ventral turret mount- 48 trillion credits manufacture cost, 300 tons displacement, 24 damage, 15 armor penetration, 5s firing cooldown, 75 range, ignores defensive screens, no range dissipation, -20 accuracy

Mass driver, point defense array, full globe coverage- 4 trillion credits manufacture cost, 27.2 tons displacement, 6 damage, 10 armor penetration, 6s firing cooldown, 10 range, ignores defensive screens, no range dissipation, may effectively engage missiles, +25 accuracy

Hyperspace phase cannon, standard, limited-traversal front or rear mount- 15 trillion credits manufacture cost, 120 tons displacement, 30 damage, 20 armor penetration, 8s firing cooldown, 50 range
Hyperspace phase cannon, standard, paired broadside mounts- 22 trillion credits manufacture cost, 150 tons displacement, 30 damage, 20 armor penetration, 8s firing cooldown, 50 range
Hyperspace phase cannon, standard, full-rotation dorsal or ventral turret mount- 30 trillion credits manufacture cost, 180 tons displacement, 30 damage, 20 armor penetration, 8s firing cooldown, 50 range

Hyperspace phase cannon, auto-fire, limited-traversal front or rear mount- 22 trillion credits manufacture cost, 180 tons displacement, 30 damage, 20 armor penetration, 4s firing cooldown, 50 range, -20 qccuracy
Hyperspace phase cannon, auto-fire, paired broadside mounts- 33 trillion credits manufacture cost, 225 tons displacement, 30 damage, 20 armor penetration, 4s firing cooldown, 50 range, -20 accuracy
Hyperspace phase cannon, auto-fire, full-rotation dorsal or ventral turret mount- 45 trillion credits manufacture cost, 270 tons displacement, 30 damage, 20 armor penetration, 4s firing cooldown, 50 range, -20 accuracy

Hyperspace phase cannon, heavy, limited-traversal front or rear mount- 30 trillion credits manufacture cost, 180 tons displacement, 60 damage, 20 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, paired broadside mounts- 44 trillion credits manufacture cost, 225 tons displacement, 60 damage, 20 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, full-rotation dorsal or ventral turret mount- 60 trillion credits manufacture cost, 270 tons displacement, 60 damage, 20 armor penetration, 10s firing cooldown, 75 range

Hyperspace phase cannon, heavy, shield overload modification, limited-traversal front or rear mount- 33 trillion credits manufacture cost, 210 tons displacement, 60 damage (increased to 90 versus shields only), 20 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, shield overload modification, paired broadside mounts- 49 trillion credits manufacture cost, 262.5 tons displacement, 60 damage (increased to 90 versus shields only), 20 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, shield overload modification, full-rotation dorsal or ventral turret mount- 60 trillion credits manufacture cost, 315 tons displacement, 60 damage (increased to 90 versus shields only), 20 armor penetration, 10s firing cooldown, 75 range

Hyperspace phase cannon, heavy, continuous beam, limited-traversal front or rear mount- 37 trillion credits manufacture cost, 240 tons displacement, 60 damage, 30 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, continuous beam, paired broadside mounts- 55 trillion credits manufacture cost, 300 tons displacement, 60 damage, 30 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, continuous beam, full-rotation dorsal or ventral turret mount- 75 trillion credits manufacture cost, 360 tons displacement, 60 damage, 30 armor penetration, 10s firing cooldown, 75 range

Hyperspace phase cannon, heavy, continuous beam, shield overload modification, limited-traversal front or rear mount- 40 trillion credits manufacture cost, 270 tons displacement, 60 damage (increased to 90 versus shields only), 30 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, continuous beam, shield overload modification, paired broadside mounts- 60 trillion credits manufacture cost, 337.5 tons displacement, 60 damage (increased to 90 versus shields only), 30 armor penetration, 10s firing cooldown, 75 range
Hyperspace phase cannon, heavy, continuous beam, shield overload modification, full-rotation dorsal or ventral turret mount- 82 trillion credits manufacture cost, 400.5 tons displacement, 60 damage (increased to 90 versus shields only), 30 armor penetration, 10s firing cooldown, 75 range

Hyperspace phase cannon, heavy auto-fire, limited-traversal front or rear mount- 37 trillion credits manufacture cost, 240 tons displacement, 60 damage, 20 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, paired broadside mounts- 55 trillion credits manufacture cost, 300 tons displacement, 60 damage, 20 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, full-rotation dorsal or ventral turret mount- 75 trillion credits manufacture cost, 360 tons displacement, 60 damage, 20 armor penetration, 5s firing cooldown, 75 range, -20 accuracy

Hyperspace phase cannon, heavy auto-fire, shield overload modification, limited-traversal front or rear mount- 40 trillion credits manufacture cost, 270 tons displacement, 60 damage (increased to 90 versus shields only), 20 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, shield overload modification, paired broadside mounts- 60 trillion credits manufacture cost, 337.5 tons displacement, 60 damage (increased to 90 versus shields only), 20 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, shield overload modification, full-rotation dorsal or ventral turret mount- 82 trillion credits manufacture cost, 400.5 tons displacement, 60 damage (increased to 90 versus shields only), 20 armor penetration, 5s firing cooldown, 75 range, -20 accuracy

Hyperspace phase cannon, heavy auto-fire, continuous beam, limited-traversal front or rear mount- 44 trillion credits manufacture cost, 300 tons displacement, 60 damage, 30 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, continuous beam, paired broadside mounts- 66 trillion credits manufacture cost, 375 tons displacement, 60 damage, 30 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, continuous beam, full-rotation dorsal or ventral turret mount- 90 trillion credits manufacture cost, 450 tons displacement, 60 damage, 30 armor penetration, 5s firing cooldown, 75 range, -20 accuracy

Hyperspace phase cannon, heavy auto-fire, continuous beam, shield overload modification, limited-traversal front or rear mount- 47 trillion credits manufacture cost, 330 tons displacement, 60 damage (increased to 90 versus shields only), 30 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, continuous beam, shield overload modification, paired broadside mounts- 71 trillion credits manufacture cost, 412.5 tons displacement, 60 damage (increased to 90 versus shields only), 30 armor penetration, 5s firing cooldown, 75 range, -20 accuracy
Hyperspace phase cannon, heavy auto-fire, continuous beam, shield overload modification, full-rotation dorsal or ventral turret mount- 97 trillion credits manufacture cost, 495 tons displacement, 60 damage (increased to 90 versus shields only), 30 armor penetration, 5s firing cooldown, 75 range, -20 accuracy

Hyperspace phase cannon, point defense array, full globe coverage- 7 trillion credits manufacture cost, 40.8 tons displacement, 15 damage, 20 armor penetration, 6s firing cooldown, 10 range, may effectively engage missiles, +25 accuracy

BEAMS
Sustained ion cannon beams are rendered entirely obsolete by modern shielding technology, and compare poorly against even mass drivers. The Navy does not wish to consider their use.

TORPEDOES
Unguided or semi-guided warheads with a small profile and heavy protection remain a highly-effective means for delivering massive firepower to orbital installations, in the modern case through an antimatter payload. Modifying the warhead with a small guidance package and an increased launch speed, the so-called 'shipkiller' modification, although still likely to be highly inaccurate against mobile targets, may be effective enough to score some hits against targets capable of evasive maneuvers.

Antimatter torpedo tube, standard, forward mount- 10 trillion credits manufacture cost, 150 tons displacement, 85 damage, 25 armor penetration, 15s firing cooldown, 70 range, no range dissipation
Antimatter torpedo tube, shield overload modification, forward mount- 12 trillion credits manufacture cost, 187.5 tons displacement, 85 damage (increased to 127.5 versus shields only), 25 armor penetration, 15s firing cooldown, 70 range, no range dissipation
Antimatter torpedo tube, heavy payload, forward mount- 20 trillion credits manufacture cost, 225 tons displacement, 170 damage, 25 armor penetration, 18.75s firing cooldown, 70 range, no range dissipation

Antimatter torpedo tube, shipkiller variant, forward mount- 20 trillion credits manufacture cost, 225 tons displacement, 85 damage, 25 armor penetration, 15s firing cooldown, 70 range, no range dissipation, faster travel speed, limited homing
Antimatter torpedo tube, shipkiller variant, shield overload modification, forward mount- 22 trillion credits manufacture cost, 262.5 tons displacement, 85 damage (increased to 127.5 versus shields only), 25 armor penetration, 15s firing cooldown, 70 range, no range dissipation, faster travel speed, limited homing
Antimatter torpedo tube, shipkiller variant, heavy payload, forward mount- 30 trillion credits manufacture cost, 300 tons displacement, 170 damage, 25 armor penetration, 18.75s firing cooldown, 70 range, no range dissipation, faster travel speed, limited homing

SMALL CRAFT
Small craft can be designed and launched, equipped with scaled-down versions of point defense cannon or torpedoes meant to be used at extremely close range and the best computers available. The Navy has no real operational experience with small craft, and is uncertain how much effectiveness can be expected of them.
I've never used these, and couldn't tell you if losses are replaced, how well they can be expected to survive to deliver their firepower, and so on. Maybe they can be good, who knows! My confidence isn't incredibly high, though, just looking at the damage numbers.

Fighter launch bay- 30 trillion credits manufacture cost, 300 tons displacement, 60 range, 8s launch cooldown. Launches 3 phase cannon-armed fighters with 37.5 HP each, dealing 7.5 damage each.
Bomber launch bay- 45 trillion credits manufacture cost, 350 tons displacement, 60 range, 8s launch cooldown. Launches 3 torpedo-armed bombers with 52.5 HP each, dealing 17.14 damage each.
Heavy fighter launch bay- 60 trillion credits manufacture cost, 400 tons displacement, 60 range, 8s launch cooldown. Launches 3 cannon- and torpedo-armed heavy fighters with 75 HP each, dealing 24.64 damage each.

The Navy stands ready to review design applications.

nweismuller fucked around with this message at 06:08 on Oct 25, 2021

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