Just want to stress what SJ said about culture for this mod. I'm a Disposable Society in CB#2 (puke's empire) and it took me about 35 turns to realize that I need to ignore most of what is in SJ's CB School of Design. For everyone else in Carrier Battles, and in most other mods, you want to design ships that will fail gracefully, and still be able to fight with half damage. You can repair it later, and the more battles a ship fights in, the more experience bonus it gets. With Disposable Society, you want a ship to fight at full force for as long as possible, then die quickly

Disposable's strength is in spamming opponents with wave after wave of latest-tech ships. Unless a ship has taken very light damage (a few armour components, maybe a weapon lost), it's better to leave them behind, and find a way to destory them yourself, since it's expensive to maintain the ships. It's not worth it to train ships; in the several turns it takes to train, you've spent enough in maintainence to construct another two waves of throw-away ships. And since you construct at double the rate of anyone else, it's a lot easier to build a fleet quickly.
I'm sure I'll be learning even more about it soon... but I'll be learning a different style for the Weekly game
