Ship Naming Strategies

I thought I would reveal my ship naming strategy to everyone since I have spent a lot of time on it, and I thought I would also ask what system other people use.

The name of all my ships follows the following basic format:
Race-Designation-Total Weapon Strength - Total Defense Strength - Speed
Here is a quick sample: Ter-DDK-20-4-9
Unarmed ships (colonies, constructors, etc.) do not include weapon and defense strengths though, so a colony would be: Ter-CNY-5
I sometimes also through on an extra number at the end when it is a long range ship, like 24 to represent a ship with a 2.4 parsec? range.

Here are the definitions for the less obvious section:
Race = 3 letters indicating the race the ship is designed by.

Terran Alliance - Ter
Drengin Empire - Dre
Altarian Republic - Alt
Altarian Resistance - Alt
Arcean Empire - Arc
Torian Confederation - Tor
Yor Collective - Yor
Dominion of Korx - Dom
Drath Legion - Dra
Thalan Empire - Tha
Iconian Refuge - Ico
Korath Clan - Kor
Krynn Consulate - Kry

Designation = 1 to 3 letters indicating the class and basic purpose of the ship
Here is a list of all the designations I potentially use, with the size of the ship and the primary, secondary, tertiary, quaternary, and quinary priorities for each class. If you see - - that means I am skipping a level of priority leaving it blank, such as in the first line with the BB, which has no tertiary focus and instead skips straight to engines as quaternary. The term "special" refers to the new fleet bonus items in TA, and should only appear on Carriers (otherwise, I wouldn't have carriers at all, as they would be redundant).

Battleship - BB (Huge - Weapons - Defense - - Engines)
Battle Cruiser - BC (Huge - Defense - Weapons - Engines)
**Command Battle Crusier - BCC (Huge - Defense - Weapons - Sensors - Engines)
**Light Battle Cruiser - BCL (Huge - Engines - Defense - Weapons)
Cruiser - CC (Large - Defense - Weapons - Engines)
**Light Cruiser -CCL (Large - Engines - Defense - Weapons)
**Hunter-Killer Cruiser - CCK (Large - Weapons - Engines - Sensors - Defense)
**Command Cruiser - CCC (Large - Defense - Weapons - Sensors - Engines)
**Attack Cruiser - CCA (Large - Weapons - Defense - Engines)
Destroyer - DD (Medium - Defense - Weapons - Engines)
**Escort Destroyer - DDE (Medium - Engines - Defense - Weapons - Sensors)
**Hunter-Killer Destroyer - DDK (Medium - Weapons - Engines - Sensors - Defense)
**Picket Destroyer - DDR (Medium - Sensors - Engines - Defense - Weapons)
Frigate - FF (Small - Defense - Weapons - Engines)
**Escort Frigate - FFE (Small - Engines - Weapons - Defense - Sensors)
**Hunter-Killer Frigate - FFK (Small - Weapons - Engines - Sensors - Defense)
**Picket Frigate - FFR (Small - Sensors - Engines - Defense - Weapons)
Carrier - CV (Huge - Defense - Weapons - Engines - Special)
**Attack Carrier - CVA (Huge - Weapons - Defense - Engines - Special)
**Command Carrier - CVC (Huge - Defense - Weapons - Sensors - Engines - Special)
**Escort Carrier - CVE (Large - Engines - Weapons - Defense - Sensors - Special)
**Light Carrier - CVL (Large - Engines - Defense - Weapons - Special)
**Reserve Carrier - CVX (Medium - Engines - Defense - Weapons - Special)
Corvette - K (Small - Weapons - Defense - - Engines)
Monitor - M (Medium - Weapons - Defense - - - Engines)
Orbital Defense Platform - ODP (Large - Weapons - Defense - - - Engines)
Starbase - SB (Huge - Weapons - Defense - - - Engines)
**Mobile Starbase - SBM (Large - Weapons - Defense - - Engines)
Patrol Boat - PB (Tiny - Sensors - - - Weapons - Engines)
AWACS - AWACS (Cargo - Sensors - Engines)
Troop Ship - TP (Cargo - Troop Module - Engines)
**Attack Troop Ship - TPA (Medium - Troop Module - Weapons - Engines - Defense)
Merchant Vessel - MV (Cargo - Trade - Engines)
**Merchant Marine - MVA (Medium - Trade - Engines - Defense - Weapons)
Miner - MR (Cargo - Mining - Engines)
**Attack Miner - MRA (Medium - Mining - Defense - Weapons - Engines)
Construction - MCV (Cargo - Construction - - Engines)
Colony - CNY (Cargo - Colony - - Engines)
Survey - ASG (Small or Cargo - Survey - Engines)
Science Vessel - SV (Medium - Survey - Sensors - Engines - Defense - Weapons)
Fighters - F (Tiny - Weapons - Defense - Engines)

Fighters receive a second letter based on weapon type, B for Ballistic, A for Missile, L for Beam, and M for Mixed.

The advantage to this method is that I can look at the designation to quickly determine the size or role of a ship. For instance, DD's are always medium, and ??K's are always heavy on weapons and engines, so a DDK is a medium sized fast attack ship, perfect for running around behind enemy lines.

Some of these also may not make sense at first, like the Starbase, or the corvette, so I will clarify a few things. Everything from from the BB to the reserve carrier are actual war ships that go on the attack. The Corvette through Starbase are meant to represent intra-stellar defenses only, so they actually have no additional engines at all (1 movement). The mobile starbase is supposed to be a smaller starbase with limited mobility, preferably with movement no higher than 4 (in the late game, 2 early). Patrol boats are early warning systems designed to move to a permanent position inside your empire and act as warning systems for any ships that get into your territory. Because they are slow they tend to die in place. AWACS are designed to sit on your enemies borders and warn you of incoming enemies. They retreat to a place of safety when necessary using their superior speed. The rest should be obvious.

In reality there are a few of these I don't use very often, such as the patrol boats and the picket destroyers and frigates. However, it is nice to have them around in case I change strategies ever (pickets are more useful in games where you want to win with alliance or scientific victories, which I don't do much).

BTW, my system is loosely based on a mix of Star Fleet Battles and the US Navy.

Anyway, hope you all find this interesting.
43,627 views 52 replies
Reply #2 Top
I usually start building a few early Defenders and go for Beam technology, then name all upgraded Defender designs as "Defender" + attack + type of weapon (B beam, M missile, D mass driver)
- For faster upgrades I add the designation 'S'; for long range 'ER'
- If I follow a different path of weapons, I use the same naming convention; only the initial defender will be a custom design in this case.

As soon as I have access to medium hulls, I do the same with "Battle axe", etc.
If I don't start from a standard design, I'll name the ship:
1) Hull size (S, M, L, H etc.)
2) Attack
3) Weapon type
4) S or ER if applicable

For ships with defenses I'll add a second figure to indicate the defense.
Reply #3 Top
I can't believe anyone would go to all that trouble just to name a ship.
You'll spend more time figuring out what to name a ship, than actually playing the game.
Reply #4 Top
Yes, but sometimes that's part of the fun. Just as is designing your own ships.

When I'm playing a MVL game, for example, I don't really bother with either. But in 'fun' or games, the ones with a heavier aspect of RP'ing my race, I indeed spend quite a time figuring out names that fit the setting.

As such, the names differ wildly from game to game, although I always suffix them with a number / letter for minor design variations.
Reply #5 Top

I can't believe anyone would go to all that trouble just to name a ship.
You'll spend more time figuring out what to name a ship, than actually playing the game.


Sorry we're not all as ADHD as you.
Reply #6 Top
I find that the technologies I have available when I need a new design can vary quite a bit from game to game - sometimes I trade for weapons and propulsion tech, sometimes I have to research it myself - so I rarely reuse ship designs. It takes less than a minute to create a new design if you leave out the eye candy. I do have a naming convention which speeds things up and makes it easier to keep track of my fleet.

I call small hulls Fighters, medium hulls Corvettes, large hulls Cruisers and massive hulls Battleships. The first ship design in each size will be Mk0, the second Mk1, etc... I upgrade my older ships as my economy permits so I rarely have older designs in service. This policy means I tend to be way ahead of the AI in technology but way behind in numbers. Speed becomes important because each fleet may need to fight several engagements per turn against a low tech but numerous opponent.
Reply #7 Top
I guess everyone has their system - some of us have them more structured than others :)

I name my ships differently for each race. I name them after bugs when playing as the Thalans. I name them after mythological creatures when playing the Altarians. I name them after mythological gods when playing the Terrans. When playing the Yor I name them like a robot may (i.e. "Builder", "Colonizer", "Plasma Fighter", "Missile Cruiser"). As the Drengin I use names like "Krynn-biter" and "Bug-smasher". When I play any other races I usually just use cool sounding names like "Infiltrator", "Avenger", and "Defender". As I go up in technology and upgrade I'll throw some roman numerals at the end.
Reply #8 Top
I will give a "hats off" to any of you who go through that much effort naming your ships. I can see the fun in it from a RP perspective, but mine tend to be even more involved than that.

Since I focus on 1 or 2 enemies at a time, I usually look to see what weapons and defenses they have on the ships, and I will make a design to destroy them. So, if I'm fighting the Korx, the ship might be named "Korx Killer", or something REALLY clever like that. If I'm fighting the Terrans, I might get EXTREMELY creative and name it "Terran Destroyer". I go all out on these things.

From here, things get VERY complicated. When I start a new game, I sometimes encounter another species that might also be named the Korx. So, when I design a new ship, and I name it "Korx Killer", it prompts me that there is another ship with the same name! Insane! So, to avoid that problem, I might add a callsign or addition designation at the end, perhaps "Korx Killer B" or "Korx Killer 2". This design theory, although complicated, seems to work pretty good for me, I would recommend to anyone. It takes time to get acquainted with all its nuances, but it really helps in the longrun.
Reply #9 Top
WOW if sarcasm could kill, ... I'd name a ship after it.

I don't usually have that many designs in a given game, usually just one per hull size. They get upgraded as technology is available so i add a suffix. Then i just build the latest version only.

My names are pretty much a prefix and then the hull size and then the version number / letter. So i might just say Beta-Large and Beta-medium. that way the alphabetical list has all of my designs lumped togeter and i dont have to scroll looking for them.

The only other things i do is add "+spd" after a onstructor or colony ship that has extra speed. I never have time to do more to the design that add engines. And transports hav theoir tropp capacity a part of the name so i can see how many troop i have on ther way to a planet.


Occasionally i've used real names like Bane, Drengin Blackeye (they started with me), Striker ...
Reply #10 Top
Ah yes, you mentioned something else that I do. I'll put the first initial of the race I'm playing followed by a number/letter to designate hull size. That way they appear in order of size. For instance, if I were playing the Terrans...

T-1 Icarus (tiny hull)
T-2 Perseus (small hull)
T-3 Hercules (medium hull)
T-4 Thor (large hull)
T-5 Zeus (huge hull)
T-B Builder
T-C Colonizer
T-F Freighter
T-M Miner
T-S Scout

And then, as better weapons, defenses, and engines come about, throw on a "I", "II", "III", "IV", and so on.
Reply #11 Top
I'll go against the tide here.

I keep a constant naming sort-of-common-to-all "library of thoughts" and wild guesses.
For ALL & any race i play as custom.
There's a good reason (logic enforced) for that; development of the X-Worlds mod allows me to explore different areas of both tech/dependant/upgrades and the actual workshopping which will be inevitable once i start creating 39 different fleets with a huge amount of specific ships.

Now.. the naming has more to do about the initial templates than whatever feature i need to integrate in the designs which are, btw, either saved or simply go to oblivion since game sessions and race tags aren't sooooo easy to follow or carry through.

So that would mean -

Example; Transport(Kept as is for reference) -(adding the pending separator) then, a rather simplistic capital letter for R(ange) S(peed) T(roop)... etc. If i come across another need to further enhance with new thingies i'll just add a trailing a/b/c--(lows) or numeric cues when relevant such as S8 (warp Eight, Sulu!).

Repeat as necessary for any category or purposes and you get a continual framework to adhere to. Provided you must or want to.

Nothing else straight up or obvious to supplement to these principles. The familiarity in the long-term makes recognition of many kind of processing stages.

Although the game setups DO have an impact on my willingness to use a naming convention. Modding takes a lot of structured thoughts and a sort of schema to follow up on the bazillions worth of editing steps - both essential and coordinated with a plan.

Thus, if i ever come across a specific race
(btw... TA/DE/AR/AE/TC/YC/DK/DL/TE/IR/KO/KR--- plus XC/MG/AP/SE--- etc!)
ship or fleet which bares default or customized names i would be able to identify it just by looking at...
1) The real default nametag (fixed, final, perfect, familiar) by GC2 processing.
2) A small trailing comment (normally between 3 to 5 characters only) made and/or repeated through numerous modding edits.
3) Data on Interface itself.

So, this is Capt Scarlet from Spectrum;
"We would like to offer you Planet X for your marvelous Large Hull design called *AVATAR-S9M4c*?"
Me;
"Here, take it!"

Only to build another one on the very next turn, called;
*AVATAR-S9T5d*

Overall, it's much easier to micro-manage that way.

- Zyxpsilon.
Reply #12 Top
Interesting responses, some people have some neat ideas.

I just want to point out that my system is all on a spreadsheet that fits on one page when printed. So I just have that sitting next to my keyboard and if I can't recall what something should be named I can look it up very quickly. So it is actually quite easy for me to use my system, takes no time at all.
Reply #13 Top
By the way, I'm stealing this idea and using it myself. It'll take some getting used to, but it's better than what I've been using.
Reply #14 Top
I just use a common acronym that represents my empire (D.S.S for my current custom race) and whatever name I feel suits the ship. I tend not to name any ship that's smaller than medium hull.
Reply #15 Top
Generally, I name my ships with wildly weird nomenclatures like Praetorian-class alongside Maga-class (I figured some battle took place at the star system and the Terrans now build a destroyer-type ship in honor of it).

Unique names allow me to keep track of which ships are which, since I often design them for very specific purposes. For instance, a Hunter-Killer Frigate purpose-made to kill the Yor would not be the same as one made to kill the Iconians. Sometimes, I include designation initials to make bookkeeping simpler, but nothing as involved as the OP. For instance, I could name a particular Fighter a Yor Gradius, designating that it's a planet defender purpose made to repel Yor Transports, or else name a Frigate an Altair Albatross, indicating a wide-ranging fast ship purpose made to patrol the Altair-MyCiv border.

Aside from that, I usually take care to alter the description in the shipyard so that I don't forget what I designed the ship to do. The stat box usually tells me a lot of what I need to know, so I put in descriptions like Plasma2: 2, AdShield: 2 or somesuch prosaic data. This tells me which of my ships need upgrading when I view their description.

Reply #16 Top
Hi!
Ship Naming Strategies

No names, just stats:
- med m6 a12 4: medium, 6 missile attack, 12 armors, speed 4.
- crg b1 4++: cargo hull, 1 beam weapon, speed 4, life supports.
- col sml 3: small hull, colony module, speed 3.
- lrg X: temporary design, the most expensive I can build with given tech, used just for storing MP into it while waiting for proper tech. Actually never finished, because I switch planetary production to proper design when I obtain the needed tech.

BR, Iztok

Reply #17 Top
I name my ships with nothing but their stats shortened to the shortest possible length.

For example: BNM 15-0-2 R12 M1 = Beam damage medium vessel with no defense (Beam None Medium) with 15 damage, 0 defense, 2 speed with a range of 1.2 and the first miniturization (Or however you spell that) tech researched.

Lately I've been trying to cram even more info into them, like my exact percentage bonus to miniturization. Unfortunately, I'd have to get rid of the R and M in order to do that well, and that could make for a bit of a headache when I try to scroll through a shiplist composed of nothing but three letters and a string of numbers. All the same, I'll probably end up giving it a try first.
Reply #18 Top
I tend to role play alot, prefering to create an unique atmosphere to my games. I never play any of the premade races and instead create my own.

This level of customization is also present in my ship design and naming.

Standard Conventions I use.

Military Designations - (usually a neumonic that describes the unit type + role + version number, i.e. A.C.D. = Automated Combat Drone MK..) After Ive created the Template using the number designation I give the ship type a name, much like in real life, so for instance, USAF F-15 Eagle. The name contains a neumoic and a stylish name and is the convention I usually go for.

Fighters and Smaller ships I tend to name individually, giving each ship a name that is supposed to represent the individual pilots name (i.e LT, Sam Jackson), these ships I place into fleet which have a squadron name, i.e 150th Screaming Death Monkeys.

For larger ships I tend to name them Individually as well, while sticking with the basic neumoic formula, and I usualy name them in relation to some ancient deity or animal, but this varies greatly and even at times includes names in other languages or names that are reminiscent of sci fi alien ship names and stuff, ex Tal Shiar etc.
Reply #19 Top
Every name has some intials in parathesis. that makes the designs come before the crappy standard desings.

(Civ) for all colony and contructor, miner survey
(MILF) light fighters
(MIHF) Heavy fighters
(MICR) Medium hulls
(MIBC) Large hulls
(MIDN) Huge hulls
(MIT) unarmed transports
(MITA) armed transports

And then make up a name for each version.

Duh
Reply #20 Top
I would follow the above example when naming most ships, but would use a name with no numbers when building kick ass game winning ships.
Reply #21 Top
I leave fighters unnamed just a model number like DSF-x32
I name corvettes after battles with the model being named after the first ship off the line
Destroyers and cruisers are named after presidents and famous people of history
Battleships and higher are named after gods and myths
Reply #22 Top
Duh, (meaning both the poster a couple above, and an exclamation) I totally forgot about the Dreadnaught class from SFB until I saw this:

(MIDN) Huge hulls

I think I might just replace my BB designator with DN, and make my BC's BB's instead. To make this work I will probably have to redo half my list... thanks a lot!
Reply #23 Top
Here's my naming:

Small & Tiny ships - Any one/two word name or a callsign to designate a squadron(if present).

Medium ships:

Something-Class DD*

DDG - Frigate(1 engine, 1 support, heavy defensive general purpose warship)
DDN - Cruiser(2-3 engine, 1 support, heavy defensive fast warship)
DDX - Hunter-Killer(3-4 engines, 1 support, survey module possible, rest weapons)

Large ships:

Something-Class BB*

BBG - Similar to Frigate but with a large hull.
BBN - Similar to Cruiser.
BBX - Similar to BBG, but all-weapons with no defenses.

Huge ships:

Something-Class *

A - Heavy armored dreadnought.
S - Heavy shielded dreadnought.
P - Heavy point-defense dreadnought.
- All-attack dreadnought.

All attack dreadnoughts have no letter at the end since they have no defense type.
All dreadnoughts have 1 engine and 1 life support and no fancy modules. So there are no variations required.
Reply #24 Top
Heck, I just Scrap or Lull letters and sounds together until I find something I'm happy with.

a name like Alisolia would probably fit fairly well on an Altarian battleship.
Reply #25 Top
arnotol... Now lets not start talking about Frignautes, the benifts of center warp over right and left and why LDR kicks ass and the person who ran them was a nincompoop which is why they have a crappy history nor why the klingons should of made a B-10 Mauler. But I would like to see a Mauler device in Gal Civ, whats not to love about a cosmic shotgun.

Duh