Questions Not Worth Their Own Thread

Do more academies produce more officers or better officers?

More. If you want to produce better officers, you should assign a commandant who is skilled in areas you would like to produce officers in.

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Does it go as deep as assigning a bio scientist to generate more bio scientists or will it just make more scientists

Yes. Or a Crew Training naval commander to generate more Crew Training naval commanders, etc.

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Thank you good sir - my terraforming module worries are over

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That’s one reason to put academies at different colonies. Then you can assign a commandant for each with different focuses. Say bio science at one and Crew Training at another.

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Thanks Supernovy and nakorkren.
I try and let you know.

Got a rather large force of raiders that keeps kiting on the edge of Sol, got a bunch of 2kt plasma carronade gunships that do very well against them in small numbers but there’s about a dozen raiders and they run away once i get close with them.

Solutions to these kiting bastards?

Be faster than them.

If that isn’t an option for you at your tech level, draw them in with a commercial ship and pincer them with two groups of military ships with their active sensors turned off so they’re harder to see.

Or shoot them with long range missiles.

Or attack them with a ton of fighters with boosted engines.

Or put STO ground units on an android, then move a commercial ship to the asteroid and command it to turn on transponders for all ships to lure them into STO range.

Or build a “Q ship” (look it up) with civilian engines so they think it’s a target, but heavy armor and guns.

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Delightfully devilish Seymour

worked a charm, ty

I made a meme in your honour

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Twice as many kiting bastards. Those gunships will be obsolete soon, anyways. :upside_down_face:

To add, commercial carrier holding military carrier (repair box) holding military ships (fighters, FACs or larger if they fit) is my go to. The military ships held have their maintenance life and deployment time rolled back in the repair box and the repair box only needs long maintenance life, as deployment time is go rolled back in the carrier. So you can place them anywhere for years before the repair box needs overhaul (and you can just swap the repair box out for another when that time comes and shuffle the military ship over to it).

Oh and bonus is you can also have the repair box with high repair stats (hence the name) to repair damaged armour and components of ships that fit inside, even captured ones.

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I have 2 academies on earth but I can only find on academy commandment - is it only possible to assign a planet wide commandant or can I assign a commandant per academy?

if I can - how can I see who the current commandants are

One commandant per colony.
The number of academies on the colony is the rank required to be the commandant there.

You can see current cdant assignment on the Governor/Misc tab for the colony.

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As others have said, either missiles or being faster than them. General rule of thumb for beam vs. beam engagements is that they hard favor whichever side has higher tech, which right now sounds like it’s them.

The main advantage you have against raiders at lower TLs is that they don’t have anywhere to repair beyond damage control, and they tend to use offensive beam builds that don’t do very well on point defense. Gunships/corvettes are a good approach, but you want ones with a bunch of box launchers and the largest fire control you can manage to counteract ECM, firing a missile with the retargeting module.

Tactically, if you can’t outspeed them, spread your forces out into a net using temp waypoints to navigate. Herd them into range of anything and don’t worry about securing kills immediately, just dump missiles at them and RTB.

Is there a difference between replenish and refuel in the conditional orders options

If I choose if fuel 20% replenish at colony will it still refuel?

Replenish fills up your maintenance supply points (MSP) which are used for repairs. Refuel fills up the fuel tank.

Correction: this is incorrect, replenish loads both fuel and MSP.

Got you - so if a fuel 20% go replenish at colony is in place it won’t go refuel?

I’ll get to changing my orders :joy:

Actually I misspoke. Resupply refills MSP. The conditional order to Replenish does indeed refuel and resupply.

Replenish is refuel + resupply + reload ordnance.

The search feature on the doc archive is very useful.

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