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Mobile Engineering City

Where have I messed up? What have I missed?

I had an idea for a ship, really a special purpose creation with a large main city/factory ship.

The ship would be a 500,000 3I surplus TL13 rider carrier, with most of the weaponry stripped out, and lots of bays. The idea is that the ship jumps from place to place, and spends a few years there doing heavy orbital engineering projects. Along with the huge city ship are smaller ships for more specialized tasks. I went with dispersed structure.

With the concept that the ship kept three hundred turrets and the damper, but converted 3 of the J-4 fuel tanks to living and working space, this is that I got:

Ship: X
Class: Mod Carrier
Type: City/Factory
Architect: Me
Tech Level: 13

USP
EX-V7414G4-090300-90007-0 MCr 283,515.500 500 KTons
Bat Bear 5 5 5 Crew: 2067
Bat A A A TL: 13

Cargo: 52,912.000 Fuel: 70,000.000 EP: 20,000.000 Agility: 1 Craft: 10 x 1000T Small Bays, 12 x 5000T Large Bays, 3 x 20000T Very Large Bay
Fuel Treatment: On Board Fuel Purification

Architects Fee: MCr 2,835.155 Cost in Quantity: MCr 226,812.400


Detailed Description

HULL
500,000.000 tons standard, 7,000,000.000 cubic meters, Dispersed Structure Configuration

CREW
205 Officers, 2362 Ratings

ENGINEERING
Jump-4, 1G Manuever, Power plant-4, 20,000.000 EP, Agility 1

AVIONICS
Bridge, Model/7fib Computer

HARDPOINTS
300 Hardpoints

ARMAMENT
100 Triple Missile Turrets organised into 10 Batteries (Factor-7), 100 Triple Beam Laser Turrets organised into 10 Batteries (Factor-9)

DEFENCES
100 Triple Sandcaster Turrets organised into 10 Batteries (Factor-9), Nuclear Damper (Factor-3)

CRAFT
10 1,000.000 ton Small Bays (Crew of 0, Cost of MCr 0.000), 20 5,000.000 ton Large Bays (Crew of 0, Cost of MCr 0.000), 1 20,000.000 ton Very Large Bay (Crew of 0, Cost of MCr 0.000)

FUEL
70,000.000 Tons Fuel (1 parsecs jump and 28 days endurance)
No Fuel Scoops, On Board Fuel Purification Plant

MISCELLANEOUS
40,000.0 Staterooms, 52,912.000 Tons Cargo

I assume that the 52k tons are mostly factories, skilled trade shops, design labs, and schools/shops/parks.

Add in a fleet of tugs, work ships, fuel skimmers, and speciality ships, and you have a complete town and engineering shop read to build a high port or other orbital something on only a few decades contract.
 
My idea is that the ship was purchased or issued out of reserve fleet, most tankage was converted into living areas and work areas, and the former rider spaces were replaced with work/hanger bays.

I left the drive alone for the same reason I left the comp at 7fib. They use the 7 for keeping station/running the plant/life support, but they have other computers to do the design and builds.

It was quicker and cheaper to leave the J-drive with only an annual, and they only jump a few or more jumps every two or three years to get to the new worksite. I also think they get the use of an Imperial Navy Oiler if they have to deep space jump since they are limited to J-1 now. Easy enough to line up, since their schedule is likely booked up 100 years from now.

Most of the coversion work was pre-fab hangers, and the living spaces and workshops. In the case of the hangers it was plug and play, in the case of the former tankage it was remove the skin, insert prefabs, replace skin.
 
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