It looks like there is a different bug, although this may (?) only affect the TC. Instead of Ceiling-1, you want Floor with a special case at 20. something like:
=if(R22=20,0,0.1*FLOOR.MATH(R22/$R$28))
With the current form:
=MAX(0.1*(CEILING(R22/$R$28)-1), 0)
it underestimates the fire control tonnage at 40, 60, 80, etc... weapons.
Silly me. I had the right formula on the nose arc, but didn't copy it down the column. Should be fixed now.
=IF(R20>$R$28, 0.1*FLOOR(R20/$R$28), 0)
I originally planned to, and inquired about, taking over the Rim Worlds Navy. A nice blank sheet to get into this to little attention. But, due to popular request that the big players be filled, I decided to flip the bird.
Starting the current turn, I am taking over stewardship of the Free Worlds League. Or at least its Navy.
Hello again, everyone.
I'll take a bit to get acquainted, starting with reading up on my own forces.
...And just now, when the smaller players got more budget. A pity. But I figured, I just need to endure 65 turns and I can follow Thomas Marik and really turn some heads. >:D
Well, bird
is the word, after all...
Welcome aboard!
---
Discussions of the Ares Convention within the Terran Hegemony's highest ranks have primarily focused on ensuring that the threat of nuclear weapons cannot be used by inferior powers to stop overwhelming Hegemony forces. As such, the Hegemony is considering a declaration that it would guarantee the treaty, and punish any violations with overwhelming force, to ensure that nuclear warfare never becomes accepted as a common tactical approach.
The Navy feels that its ongoing refit programs are sufficient to keep its fleet in fighting trim, and so the two new designs for the 2410s are both intended as logistical support ships.
Analysis of combat in outlying regions has shown a distressing tendency towards large numbers of JumpShips used to support ground operations, and then being left almost totally undefended for days or weeks. The
Protector class is designed to protect against the inevitable loss of these ships if attacked. Far slower than any other naval vessel, the Protector cannot reach 1g even at full burn, and thus is impractical for routine transport between planets. However, it is faster than the JumpShips it's assigned to guard, and equipped with extremely sturdy armour and a range of weaponry well-suited to the defence of unarmed ships against raiders. It also carries a large fighter wing and advanced sensor systems to enhance the rather anemic sensors on typical JumpShips, while the unit cost has been kept low through the assumption that DropShips will be available on the escorted ships, and do not need to be docked to the Protector itself.
Class/Model/Name: Protector
Tech: Inner Sphere
Ship Cost: $6,510,624,004.00
Magazine Cost: $127,438,000.00
BV2: 53,159
Mass: 500,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 1.0
Maximum Thrust: 1.5
Armor Type: Standard
Armament:
16 Naval AC 30
16 Naval Laser 55
32 Capital Launcher Barracuda
32 LRM 20 (IS)
64 Machine Gun (IS)
Class/Model/Name: Protector
Mass: 500,000
Equipment: Mass
Drive: 30,000
Thrust
Safe: 1.0
Maximum: 1.5
Controls: 1,250
K-F Hyperdrive: Compact (12 Integrity) 226,250
Jump Sail: (4 Integrity) 55
Structural Integrity: 150 75,000
Total Heat Sinks: 2544 Single 2,255
Fuel & Fuel Pumps: 5000 points 2,040
Fire Control Computers: 0
Armor: 690 pts Standard 1,500
Fore: 110
Fore-Left/Right: 120/120
Aft-Left/Right: 120/120
Aft: 100
Dropship Capacity: 0 0
Grav Decks:
Small: 0
Medium: 2 200
Large: 0
Escape Pods: 45 315
Life Boats: 45 315
Crew And Passengers:
41 Officers in 1st Class Quarters 410
104 Crew in 2nd Class Quarters 728
92 Gunners and Others in 2nd Class Quarters 644
374 Bay Personnel in 2nd Class Quarters 2,618
# Weapons Loc Heat Damage Range Mass
8 Machine Gun (IS) Nose 16 (1.6-C) Short-PDS 4
8 Machine Gun (IS) Aft 16 (1.6-C) Short-PDS 4
8 Machine Gun (IS) FR 16 (1.6-C) Short-PDS 4
8 Machine Gun (IS) FL 16 (1.6-C) Short-PDS 4
8 Machine Gun (IS) AR 16 (1.6-C) Short-PDS 4
8 Machine Gun (IS) AL 16 (1.6-C) Short-PDS 4
8 Machine Gun (IS) LBS 16 (1.6-C) Short-PDS 4
8 Machine Gun (IS) RBS 16 (1.6-C) Short-PDS 4
4 LRM 20 (IS) Nose 24 48 (4.8-C) Long 40
4 LRM 20 (IS) Aft 24 48 (4.8-C) Long 40
4 LRM 20 (IS) FR 24 48 (4.8-C) Long 40
4 LRM 20 (IS) FL 24 48 (4.8-C) Long 40
4 LRM 20 (IS) AR 24 48 (4.8-C) Long 40
4 LRM 20 (IS) AL 24 48 (4.8-C) Long 40
4 LRM 20 (IS) LBS 24 48 (4.8-C) Long 40
4 LRM 20 (IS) RBS 24 48 (4.8-C) Long 40
4 Naval Laser 55 Nose 340 220 (22-C) Extreme-C 4,400
4 Naval Laser 55 Aft 340 220 (22-C) Extreme-C 4,400
4 Naval Laser 55 LBS 340 220 (22-C) Extreme-C 4,400
4 Naval Laser 55 RBS 340 220 (22-C) Extreme-C 4,400
4 Naval AC 30 FR 400 1200 (120-C) Long-C 14,000
4 Naval AC 30 FL 400 1200 (120-C) Long-C 14,000
4 Naval AC 30 AR 400 1200 (120-C) Long-C 14,000
4 Naval AC 30 AL 400 1200 (120-C) Long-C 14,000
4 Capital Launcher Barracuda Nose 40 80 (8-C) Extreme-C 360
4 Capital Launcher Barracuda Aft 40 80 (8-C) Extreme-C 360
4 Capital Launcher Barracuda FR 40 80 (8-C) Extreme-C 360
4 Capital Launcher Barracuda FL 40 80 (8-C) Extreme-C 360
4 Capital Launcher Barracuda AR 40 80 (8-C) Extreme-C 360
4 Capital Launcher Barracuda AL 40 80 (8-C) Extreme-C 360
4 Capital Launcher Barracuda LBS 40 80 (8-C) Extreme-C 360
4 Capital Launcher Barracuda RBS 40 80 (8-C) Extreme-C 360
Ammo Rounds Mass
Machine Gun (IS) Ammo 15600 78
LRM 20 (IS) Ammo 1920 320
Naval AC 30 Ammo 1600 1,280
Capital Launcher Barracuda Ammo 320 9,600
Number Equipment and Bays Mass Doors
35,000 Cargo, Standard 35,000 2
8,700 Cargo, Refrigerated 10,000 1
6 Bay Small Craft 1,200 2
144 Bay Fighter 21,600 8
2 Bay Conventional Infantry (IS), Foot 10 0
NCSS Large 500
The
Newgrange is intended to offer logistical support to fleets on deep strike operations. It mounts no meaningful weaponry(only small defensive installations), but it's equipped with repair facilities sufficient to repair any ship expected to be in the Terran inventory for the foreseeable future, with a massive cargo bay to support its operations, and facilities for some 7,000 repair crew. While the ship is far too expensive to operate in large numbers, the goal is to attach one to each of the three principal fleets, to support any long-range operations which may be necessary.
Class/Model/Name: Newgrange
Tech: Inner Sphere
Ship Cost: $42,842,306,004.00
Magazine Cost: $30,280,400.00
BV2: 25,902
Mass: 2,000,000
K-F Drive System: Compact
Power Plant: Maneuvering Drive
Safe Thrust: 3.0
Maximum Thrust: 4.5
Armor Type: Standard
Armament:
384 Machine Gun (IS)
96 LRM 20 (IS)
Class/Model/Name: Newgrange
Mass: 2,000,000
Equipment: Mass
Drive: 360,000
Thrust
Safe: 3.0
Maximum: 4.5
Controls: 5,000
K-F Hyperdrive: Compact (39 Integrity) 905,000
Jump Sail: (8 Integrity) 130
Structural Integrity: 50 100,000
Total Heat Sinks: 893 Single 0
Fuel & Fuel Pumps: 25000 points 10,200
Fire Control Computers: 346
Armor: 830 pts Standard 2,000
Fore: 110
Fore-Left/Right: 120/120
Aft-Left/Right: 120/120
Aft: 100
Dropship Capacity: 6 6,000
Grav Decks:
Small: 0
Medium: 0
Large: 4 2,000
Escape Pods: 600 4,200
Life Boats: 600 4,200
Crew And Passengers:
89 Officers in 1st Class Quarters 890
356 Crew in 2nd Class Quarters 2,492
80 Gunners and Others in 2nd Class Quarters 560
120 Bay Personnel (included below)
200 1st Class Passengers 2,000
7000 2nd Class Passengers 49,000
# Weapons Loc Heat Damage Range Mass
48 Machine Gun (IS) Nose 96 (9.6-C) Short-PDS 24
48 Machine Gun (IS) Aft 96 (9.6-C) Short-PDS 24
48 Machine Gun (IS) FR 96 (9.6-C) Short-PDS 24
48 Machine Gun (IS) FL 96 (9.6-C) Short-PDS 24
48 Machine Gun (IS) AR 96 (9.6-C) Short-PDS 24
48 Machine Gun (IS) AL 96 (9.6-C) Short-PDS 24
48 Machine Gun (IS) LBS 96 (9.6-C) Short-PDS 24
48 Machine Gun (IS) RBS 96 (9.6-C) Short-PDS 24
12 LRM 20 (IS) Nose 72 144 (14.4-C) Long 120
12 LRM 20 (IS) Aft 72 144 (14.4-C) Long 120
12 LRM 20 (IS) FR 72 144 (14.4-C) Long 120
12 LRM 20 (IS) FL 72 144 (14.4-C) Long 120
12 LRM 20 (IS) AR 72 144 (14.4-C) Long 120
12 LRM 20 (IS) AL 72 144 (14.4-C) Long 120
12 LRM 20 (IS) LBS 72 144 (14.4-C) Long 120
12 LRM 20 (IS) RBS 72 144 (14.4-C) Long 120
Ammo Rounds Mass
Machine Gun (IS) Ammo 56080 280
LRM 20 (IS) Ammo 6000 1,000
Number Equipment and Bays Mass Doors
450,000 Cargo, Standard 450,000 4
17,400 Cargo, Refrigerated 20,000 4
24 Bay Small Craft 4,800 6
2,000,000 Naval Repair Unpressurized 50,000 1
250,000 Naval Repair Pressurized 18,750 1
The elderly
Dart-class cruisers have been removed from front-line service as WarShips entirely. They are now designated "armed transports", to reflect their substantial cargo-carrying capacity, generous DropShip complements, and slow speeds.
Phased upgrades of the fleet also continue through the 2410s. The two hulls selected for upgrades are the Monsoon and Essex.
The
Monsoon is a large and powerful ship, but its firepower is lower than should be expected from a ship of that scale. The Cameron-era obsession with on-board cargo space has been scaled back to allow for a sufficiently powerful primary battery to justify the title of "battleship" against any conceivable opponent. The fighter wing has also been scaled up modestly, and a modern missile defence system has been added, though the dual-purpose naval lasers have been removed entirely. The Monsoon II will rely on its escorting Vincents, Quixotes, and fighter craft to target small opponents and act as a screen for enemy firepower, and will instead focus its own firepower exclusively on the enemy's battle line. As befits a flagship, the Monsoon II has also received an electronics upgrade, and now carries the same advanced sensor system as previously used by the Bonaventure.
The total cost of these changes is severe, both financially and in terms of the carrying capacity of a Terran fleet. However, the new ship models of the last two decades are expected to be able to deal with the cargo needs of the fleet even on deep-strike missions, and the clearer contrast between combat and non-combat ships should improve the fleet's overall efficiency.
12x NAC/35 + 8x NAC/30 -> 24x NAC/35 (broadside)
40x NL/45 -> 72x Heavy NPPC (nose/aft/quarters)
3x White Shark -> removed
Nil point defence -> 64x MG
8 small craft + 18 fighters -> 12 small craft + 72 fighters
Standard sensors -> LNCSS
295 kton cargo -> 80 kton cargo
$14,556m -> $16,498m
The
Essex was designed primarily as a gun-carrying ship, but its armour was far too weak to stand in any sort of serious combat, and its guns were also badly under-powered for the role. Due to this confusion of roles, the ship was previously removed from production entirely under the Cameron regime, but the 20 old Essexes stayed in service. A final decision on this class was needed, and Echohawk's new government decided to retain and modernize the Essex instead of scrapping it outright. Rather than up-gunning it and allowing it to be picked off by any plausible enemy, it was instead converted to a fleet carrier, where its thin armour and poor structural strength would be less of a vulnerability, and where it could more effectively serve as an asset for the fleet. Only the lightest naval lasers were retained as capital weaponry, though as usual a modern point defence system was installed.
12x NAC/10 + 10x NL/45 -> removed
Nil point defence -> 48x LRM-20, 96x MG
12x small craft -> 6x small craft, 360x fighter
134 kton cargo -> 108 kton cargo
$5,983m -> $5,996m
BUDGET: $775,000m
Shipyards - Terra 7>8: $80,000m
Maintenance(@100%): $295,998m
R&D(Newgrange, Protector, Monsoon II, Essex II): $58,605m
Upgrades(16x Monsoon II, 20x Essex II): $31,332m
2x Newgrange: $81,684m
12x Protector: $78,192m
6x Charon: $50,094m
900x small craft: $9,000m
15,000x fighter: $75,000m
Research(5A, 5M, 5S): $15,000m
Remaining: $95m
---
Edit: To piggyback on
Marcus' naval estimates, the THN now has:
- 133.79 MT of front-line combat ships, of which:
> 107.78MT in modern ships(Vincents and Quixote/Black Lion/Lola/Monsoon/Essex IIs)
> 26.01MT in the form of un-modernized ships (Dreadnoughts, Aegises, and Cruisers)
- 14.7 MT of support combat ships (Bonaventures and Vigilants), with 6MT(Protectors) under construction
- 21.44MT of transport and support ships(Potemkins, Charons, Newgranges, and Darts), with 8.2MT under construction
Yards: 1x8/3x6/5x4/11x3/3x2/10x1
Their designs are intentionally specialized in odd ways, overcosted, and not especially optimal. They also don't spend much on training, and their best fleets are slow too. But still, that's a beatstick of a fleet. All five great houses combined have 77.49MT of fleet units, for reference. (The Echohawk coup killed 16.76MT of ships, which is more than anyone except the LC has in their fleet). And this is after I've spent two turns building zero new front-line WarShips. I am so glad I didn't let a human player have the TH...