Brigade XO wrote:As to forts being a waste, that doesn't count that when the Alignment does start using that wormhole for anything, they will want it defended on that side and have the equivlent of an Astro Control station for it. Even after they eventualy "deal" with Torch, it represents an access to something they want hidden and very few people outside the Alignment know exactly what you are going to find on the other side. Staff the forts mostly with Dariusians and an Alpha Command staff. Cheap enough insurance to act as a rat-trap for any ship that comes through without permission.
It's a guard force, do the same thing as Manticoer and move the modular sections of the forts there for assembly (more workforce training) and some place where you could put pods with Cataphracts at short removes to thicken coverage and extend the range against anything that might fight it's way through.
It's also a location for a protected logistics support base at a fair distance from Darius. It's not like the Alignment can't aquire the amount of trained staff to install and operate warehouses and even a small repair yard plus a waystation and R&R faciity. Eventualy this is a nodal point for the Alighment Empire next to Erwhon and both Erwhon's wormhole access to the (eventualy to be the Former) SL but the Maya sector. You put the good stuff behind the door.
There's one minor downside to putting your repair yard on the far side of a wormhole; but it can be mitigated. And as you say there are security advantages to having it "behind the door".
The minor downside is ships with damage to their alpha nodes (or whatever the MAN spider ships use to safely transit wormholes) or hyper generators. Most systems aren't in a grav wave and so damaged ships can still retreat through hyper with damaged alpha nodes (they just need to avoid any grav waves). Even if they lose their hyper generator they can potentially still retreat by having a buddy expand their generator volume large enough to bring them both into (and later out of) hyper. But it doesn't seem to be possible to transit a wormhole without both working sails and hyper generator of your own. So if MAN ships get damaged and fall back on Congo to reach a repair yard at The Twins they won't be able to get to it. They could potentially go the long way - but if you could avoid having that systems actual location in their computers then you eliminate one way your enemies might find it; plus it's undoubtedly a much longer trip for a damaged ship. The better workaround would be to have either a mobile repair ship or a ship-carrying ship based in The Twins that could pop forward to Congo and either patch up or bring back any damaged units that made it that far.
We saw this transit problem firsthand with the delay in getting Hexapuma back to Manticore after the Battle of Monica. She needed months with a repair ship to patch her up enough to transit the wormhole under her own power (and then immediately went into the repair yard to finish the rest of her repairs)