I thought this might help answer a few common questions.
Strategy and Tactics
The Size of the Terran Fleet
Ten NTF destroyers are mentioned in FreeSpace 2. (All are destroyed.) We know that Bosch took most of the Sixth Fleet over to the NTF, then gathered defectors from the neighboring systems - which we can impute as the Seventh, Eighth, and maybe Ninth fleets. Bosch had access to shipyards and any mothballed or recently decommissioned hulls (we know from dialogue in FS2 that some Great War era Orions were being decommissioned.) This gives us a realistic NTF fleet size of ~10-13 destroyers. This was adequate to present a strategic threat to the GTVA on the defensive.
By assuming that Bosch did not gather the
whole strength of the 6th, 7th, 8th, and 9th fleets but did secure the majority, and that some of his strength came from yards and mothballs, we can divide ~12 destroyers across 3 or 4 fleets to get a density of 3-4 destroyers per fleet.
The range of canonical fleet names, from Second to Twelfth, supplies us with a speculative minimum full size of the Terran fleet, assuming continuity. From this value we generate a total of 33-44 destroyers as of the FS2 era, with a presumable bias towards the lower end because it's doubtful each Fleet is a full-strength formation. This jives nicely with the NTF's size of 10-13 ships and the relative threat it poses to the GTVA: the Terran GTVA would have 20-odd destroyers remaining. 10 Terran GTVA destroyers are named in FS2.
By the time of Blue Planet, the Terran fleet has expanded, but we must also account for losses during the events of FreeSpace 2.
Logistical Limits - 3-5 GTVA Destroyers in Sol
The GTVA's ability to support its forward deployed warships is canonically limited.
The 242nd will escort a supply convoy as it makes its rendezvous with the GTVA Colossus. As we prepare the Colossus for the allied counterattack, we must handle the logistics of supplying and maintaining this warship. Convoys of transports, gas miners, and freighters have been deployed for this purpose.The Colossus is obviously an extreme case, but nonetheless, it provides an abject example of the consequences of failure to guard logistical lines:
The NTF decimated our supply convoys, forcing Command to withdraw the Colossus and postpone our offensive against Admiral Koth and the Repulse. Your convoy lost all three vessels, a dismal failure by any measure.
The news from the capital in Beta Aquilae is not good. Support for a negotiated settlement is growing in the Security Council, even with the Colossus now operational. Opponents of the Colossus program denounce the project as a monstrosity prone to logistical failure. For Admiral Petrarch and the Aquitaine, this outcome could not be more disastrous.The GTVA's ability to sustain its forces in a system is limited, in the Starcraft 'construct additional pylons' sense, by the speed and safety with which logistical assets can reach the front lines. The Great Umbilicus into Sol, combined with captured local assets, can sustain fuel and war materiel for 3-5 destroyers. Piling additional destroyers into the system would lead to starvation and scarcity, with a concomitant net reduction in combat effectiveness. The exception comes for strategic 'surges', in which deployments are limited to the short term.
These numbers line up with the quantity of GTVA destroyers we see directly engaged in combat operations in both theaters:
NebulaDelacroix (destroyed after deployment), Aquitaine
Psamtik, Toeris, Memphis
Capella (note that this is a friendly system, densely populated by GTVA standards, with fleet infrastructure)
Colossus, Messana, Phoenicia, Vengeance, Carthage (BP also puts the Carthage in the nebular theater), Aquitaine
Zednanreh
Civil War (note, again that this theater spans multiple fronts, but the target systems are much less friendly)
Aeneas, Aquitaine, Colossus
Psamtik, Chnum
(presumably more)
These values suggest that the GTVA is unable to sustain many destroyers in a hostile system as of FS2. Some unmentioned destroyers may be present, but the numbers line up with the BP targets.
The Size of the UEF Economy
The Terran-Vasudan War, 14 years long, began almost immediately after first contact, and given the relative density of the node network, the interval between the discovery of node travel and first contact with the Vasudans was probably not long. From this we can conclude that the Terran species has, as of BP2, probably had interstellar travel for less than 100 years. Canonical information suggests that colonization programs pushed on during the war.
Capella is a 'densely populated system' by GTVA standards, with 250 million citizens. Earth has a population of 7 billion in the 21st century. If every single system in the GTVA was populated by 250 million humans,
including Vasudan systems, the total human population of the GTVA would be ~7,250,000,000, or ~7 billion.
Earth's growth has doubtless slowed, but we must also account for the fact that Sol's colonies were developed before interstellar settlement and had time to populate. It is therefore almost mathematically inevitable that Earth's population
alone exceeds that of the rest of the Terran GTVA, and that Sol's infrastructure, guided by Ubuntu computational models and untouched by the post-Capella depression, outmatches the GTVA's
as a whole. But Ubuntu has not militarized its economy as reliably and determinedly as the GTVA, so its raw military output may not be easily comparable.
These simple differences in magnitude explain part of the GTVA's difficulty in bringing the war to a rapid resolution, as well as the Alliance's fear of the long-term soft power of the Federation.
Active Armor, Beam Overloads, and Jump Clocks
As early as FreeSpace 1, Terran technology apparently included miniaturized shields - the FS1 Stiletto is a shielded missile. Rather than simple passive armor or even the collapsed-core molybdenum of the Capella era, Blue Planet warships use a layered ecology of defensive subsystems that can adapt and respond to defeat incoming attacks: active armor.
Armor subsystems include dispersants to defeat beam attack, conformal plasma jets to degrade shot packaging, programmable colloidal suspensions that can detect and react to kinetic impacts, layers of sophisticated ceramic and other material, shield lamina that run across and through the ship's armor, and coagulant that can reinforce and even scab over damaged sections. The effectiveness of a warship's armor varies with the power allocated, the sensors available for defensive awareness, the effectiveness of enemy ECM and targeting - since FreeSpace 1 primary weapons have used sophisticated fire control to optimize their damage, as per the FS1 Prometheus - and the warship's heat load. A warship's toughness may change dynamically over the course of a mission as the ECM environment and the ship's own power allocation vary.
Beam overloads were demonstrated by the Colossus in FreeSpace 2. They are connected to another vital area of warship systems: heat accumulation and dissipation. Heat is a major concern for FreeSpace warships, whose massive internal volume and energetic systems create vast amounts of thermal waste. Ships must pace themselves in order to avoid catastrophic accumulations. Power, too, is a major concern, and the allocation of power is a key element of yet another vital system: the warship's jump drive.
A successful jump requires two primary factors - a charged jump drive and a navigational fix. Navigational fixes require computation and sensory assets. Selecting a course through subspace requires a ship to factor the relationship between a star system's physical configuration and the turbulent, loosely coupled topology of subspace. Because subspace responds unpredictably to energetic events and responds complexly to small changes in position or mass, jump solutions decay rapidly. Additional computation and power can be expended to improve a jump's precision.
Charging a jump drive is an expensive operation, and it oftens demands enough of a warship's power to negatively impact combat performance. Commanders face a choice between a committed engagement and the ability to withdraw. A jump drive can be
flashed - a planned operation in which the drive is hot-loaded through a special secondary system, usually at considerable physical and energetic cost. Flashing a jump drive is a capability limited to certain vessels, generally only in situations of military emergency.
Sprint drives take this technology one step further, incorporating multiple subspace components in parallel so that the drive can be rapidly cycled.
A ship can also make a
crash jump - a jump without a complete navigational solution, or with a rough navigational solution but an incomplete charge. These jumps are hazardous, both because subspace trajectories are often distorted by concentrations of mass and because an incorrectly calculated or executed jump can cause enormous structural strain.
Any warship commander fighting her ship faces a nearly zero-sum choice between four priorities: engaging the enemy, powering defensive systems, charging the jump drive, and dissipating waste heat.
The Shivans
NagariOne of the primary referents for the Nagari process is the FS1 outro, where Alpha 1 has explicitly experienced all the Ancient monologues, and then describes
additional knowledge of Shivans even beyond what's described in those monologues ('the Shivans can rebuild them'.) It's very odd that Alpha 1 has access to this information, since the Ancients are only linked to the Shivans in 'Reaching the Zenith', and the information isn't decoded until before 'Clash of the Titans', immediately before the race to stop the Lucifer. It's possible that Alpha 1's fighter carried copies of these Ancient recordings and that he (canonically he) watched them once reaching Earth, and that these records also described the Shivans rebuilding collapsed nodes. BP takes another tack, however, sticking to the canonical chronology of the Ancient cutscenes, and connecting Alpha 1's odd experiences to Lieutenant Ash, ETAK, and the Hammer of Light.
The Ancients
The FS1 Ancient cutscenes make it explicit that the Ancients expanded into space before discovering subspace: in fact, they filled up every accessible system. This implies a subluminal empire of vast extent, perhaps achieved through methods like seedships, von Neumann probes, or slowboat colonies. The Ancients may well have filled up the Milky Way - or at least some fraction - before going superluminal: they have literally nowhere else to go. On the other hand, some of the wording implies they still had chunks of the Milky Way to reach via subspace.
When they discovered subspace, the Ancients
then made first contact and immediately began a program of xenocide, destroying at least one species within months. Contact with the Shivans followed sometime (?) thereafter. The Ancient empire at its peak spanned multiple galaxies - subspace gave them the galaxy
and the universe.
The ramifications for Ancient culture are enormous: they must have existed for thousands of years as spacefarers before discovering subspace, but
once they did xenocide was instantaneous and apparently inevitable. Subluminal colonies imply heterogeneity. One wonders what happened to those Ancients who were not on the colony that discovered subspace: were they assimilated into the expanding empire, or targeted and purged? What kind of mindset could drive this species?