Aurora 4x
New Players => The Academy => Topic started by: undercovergeek on January 13, 2024, 06:51:12 AM
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I have passed the 10m mark for colonists on Luna and the unrest has started
Can the unrest be mitigated by ground troops or does it need to be warships - of which i have none but can start building?
TIA
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Ground forces will reduce unrest, sufficient warships will prevent it forming in the first place.
Civilians do not care how viable in combat a ship is, only that it has a big scary gun. You can make an engineless husk that is carrying a laser or railgun and build a couple of dozen of them to make sure that the PPV rating for Sol is high enough until you build an actual space navy.
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If you want cheap space objects that count for security and also could conceivably be useful, a missile pod made of mostly box launchers might do well?
Pretty sure it would mollify the public even if the launchers are empty and you haven't designed a missile to load in them - though obviously you'd need to change that before using them as any kind of security.
But yes you can also garrison a cheap infantry formation and that will hold things down for a while by repressing the unrest.
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Personally, what I use for PPV is beam or missile fast attack craft. You only need like 4-5 for most colonies, and they are pretty quick to build
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Cougar class Fast Patrol Craft 396 tons 17 Crew 78.1 BP TCS 8 TH 8 EM 0
2022 km/s Armour 1-4 Shields 0-0 HTK 4 Sensors 0/0/0/0 DCR 0-0 PPV 3
Maint Life 0 Years MSP 0 AFR 79% IFR 1.1% 1YR 6 5YR 97 Max Repair 23.1 MSP
Commander Control Rating 1
Intended Deployment Time: 3 months Morale Check Required
Magneto-plasma Drive EP16.00 (1) Power 16 Fuel Use 189.74% Signature 8.0 Explosion 10%
Fuel Capacity 10 000 Litres Range 2.4 billion km (13 days at full power)
10cm C3 Infrared Laser (1) Range 30 000km TS: 4 000 km/s Power 3-3 RM 10 000 km ROF 5
Beam Fire Control R96-TS6000 (SW) (70%) (1) Max Range: 96 000 km TS: 6 000 km/s ECCM-1 90 79 69 58 48 38 27 17 6 0
Stellarator Fusion Reactor R3 (1) Total Power Output 3.1 Exp 5%
Active Search Sensor AS23-R20 (1) GPS 420 Range 23.3m km Resolution 20
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
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You should probably cut the deployment time on those, they're probably paying for that and half a month would be more than they'll ever get value from.
Personally, what I use for PPV is beam or missile fast attack craft. You only need like 4-5 for most colonies, and they are pretty quick to build
Other than noting mine are specifically fighters and built from fighter factories once I figured out the design, same.
Though mine aren't just there to keep the populations settled, they also fight (and often die) repulsing real threats.
Missile fighters certainly seem able to deliver more PPV at lower cost - and if you're prioritizing cheapness they're less likely to be made incapable of contributing anything by weak engines.
This one is never-fielded and intended to partner with a carrier class also never fielded rather than being a budget garrison unit, but it might well be my most-optimal garrison candidate...if I got around to building a collier to distribute munitions.
Anaconda class Heavy Fighter 500 tons 2 Crew 145.3 BP TCS 10 TH 200 EM 0
20003 km/s Armour 1-5 Shields 0-0 HTK 1 Sensors 0/0/0/0 DCR 0-0 PPV 4.8
Maint Life 0.99 Years MSP 25 AFR 100% IFR 1.4% 1YR 25 5YR 380 Max Repair 100 MSP
Magazine 32 / 0
Lieutenant Commander Control Rating 1
Intended Deployment Time: 3.3 days Morale Check Required
Sosrodihardjo-Martohartono Aero Inertial Fusion Drive EP200.00 (1) Power 200 Fuel Use 873.46% Signature 200 Explosion 25%
Fuel Capacity 49,700 Litres Range 2.05 billion km (28 hours at full power)
Size 4.0 Box Launcher (8) Missile Size: 4 Hangar Reload 100 minutes MF Reload 16 hours
Sugiantoro & Sudiro Missile Fire Control FC32-R18 (1) Range 32.1m km Resolution 18 ECCM-2
Soemardjan-Sugiantoro Kinetics Addragwyn II Anti-Ship Missile (8) Speed: 37,600 km/s End: 11m Range: 24.7m km WH: 5 Size: 4 TH: 125/75/37
Prasetyo-Pamungkas Active Search Sensor AS4-R1 (1) GPS 6 Range 5m km MCR 449.6k km Resolution 1
Missile to hit chances are vs targets moving at 3000 km/s, 5000 km/s and 10,000 km/s
This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
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A couple of notes on PPV:
- PPV from ships is a per-system value, not a per-colony value. If you have armed warships in Earth orbit, for example, they provide PPV for Luna, Mars, etc. as well.
- If you play with "a certain spoiler race" on, you will need capable armed ships in any colonized system for local defense purposes.
- Unrest can arise from other sources, most commonly overcrowding, and in this case ground troops remain the best way to rapidly eliminate such unrest as PPV will not counteract these sources.
Based on this, especially since 2.0 released I have not found it worthwhile to build cheap PPV ships which are not capable on their own. It's a waste of resources and in some cases shipyard space that could be used to build more capable ships that can serve in actual combat roles. PPV is also usually very easy to obtain, if you have an acceptable combat force (even a frigate or cruiser for patrol), you most likely exceed the colony's PPV requirement anyways.
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PPV is also usually very easy to obtain, if you have an acceptable combat force (even a frigate or cruiser for patrol), you most likely exceed the colony's PPV requirement anyways.
This depends on the scale of colony I think. My extrasolar colonies in my current game, yes - currently the biggest is under 24M and would be pacified by a single example of my 7500 ton 32 PPV 'cruiser' types easily, or by a very understrength fighter formation of just 2-3 craft.
The 417M on Europa, on the other hand, demand 142 PPV. Since they're covered by the main fleet anchored over the homeworld, that's no problem. But anywhere else I'd need to post at least 5 cruisers to keep them happy, whereas my standard squadrons to completely overkill the spoiler race problem are only 4 cruisers and I could probably shut down real incursions fine with just one or two, especially in my latest iterations of the type.
If you had a colony running into the high hundreds of millions in a place where it wasn't exposed to a real enemy attack, you might have reason to bulk out its PPV with budget-conscious options alongside a small patrol force.
But in the OP's case you...definitely might want to go for a real home fleet rather than pure showpiece ships. Not doing so can get rough.
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The 417M on Europa, on the other hand, demand 142 PPV. Since they're covered by the main fleet anchored over the homeworld, that's no problem. But anywhere else I'd need to post at least 5 cruisers to keep them happy, whereas my standard squadrons to completely overkill the spoiler race problem are only 4 cruisers and I could probably shut down real incursions fine with just one or two, especially in my latest iterations of the type.
If you had a colony running into the high hundreds of millions in a place where it wasn't exposed to a real enemy attack, you might have reason to bulk out its PPV with budget-conscious options alongside a small patrol force.
Usually, for colonies that are getting into the 100s million range I usually have these be at least minor fleet bases (outside of Sol), so I don't have PPV problems in those cases. Such colonies also usually merit a significant ground force presence to defend such important sites.
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The 417M on Europa, on the other hand, demand 142 PPV. Since they're covered by the main fleet anchored over the homeworld, that's no problem. But anywhere else I'd need to post at least 5 cruisers to keep them happy, whereas my standard squadrons to completely overkill the spoiler race problem are only 4 cruisers and I could probably shut down real incursions fine with just one or two, especially in my latest iterations of the type.
If you had a colony running into the high hundreds of millions in a place where it wasn't exposed to a real enemy attack, you might have reason to bulk out its PPV with budget-conscious options alongside a small patrol force.
Usually, for colonies that are getting into the 100s million range I usually have these be at least minor fleet bases (outside of Sol), so I don't have PPV problems in those cases. Such colonies also usually merit a significant ground force presence to defend such important sites.
It depends on your astrography of course but I'd expect at least some such colonies to be in internal positions where I wouldn't see a purpose to parking a fleet. Especially if you can find a nice cul de sac to settle.
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Civilians do not care how viable in combat a ship is, only that it has a big scary gun. You can make an engineless husk that is carrying a laser or railgun and build a couple of dozen of them to make sure that the PPV rating for Sol is high enough until you build an actual space navy.
also known as Orbital Mind Control Lasers