Aurora 4x
VB6 Aurora => VB6 Mechanics => Topic started by: Steve Walmsley on September 03, 2007, 09:06:17 AM
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Rather than tag this on the end of the Empire/Species thread, I decided to start a new thread for clarity. The following screenshot is the Pop Political Status table from the database, which shows some of the various modifiers involved in the unrest calculations.
(http://www.pentarch.org/aurorafiles/Images/PopStatus.GIF)
Unrest Rules
Unrest is caused when the inhabitants, or local government, of a population are in dispute with the central imperial authority. This can cause anything from mild production problems to rebellion and has several different causes. In all cases below, the annual rate of unrest is shown. In the game, the actual amount of unrest will be a pro rata amount based on the length of the 5-day increment compared to one year.
Radiation
If a planet is suffering from high background radiation due to a recent bombardment, this can cause significant unrest. The annual amount of unrest points due to radiation is equal to the radiation level / 10. So a radiation level of 1000 would cause 100 unrest points per year. A radiation level of 200 would cause 20 unrest points per year
Overcrowding
If a planet with a colony cost above 0 has insufficient infrastructure, this can cause unrest. If no infrastructure is available, the annual amount of unrest points is 25. If some infrastructure is available then the calculation for unrest is as follows:
Unrest Points = 25 x (Missing Infrastructure / Available Infrastructure)
Insufficient Occupying Forces
If a planet is in a political state that requires the use of occupation forces, sufficient ground troops must be provided to meet the occupation needs or unrest will result. The required occupation strength is equal to:
Population x ((Determination + Militancy + Xenophobia) / 300) x Political Status Occupation Modifier
If there are no ground forces present, the annual number of unrest points will be 100. If there are ground forces present but their combined defence strength is below required occupation strength then the annual amount of unrest points will be calculated as follows:
Unrest Modifier = 1 ? (Actual Strength / Required Strength)
Unrest Points = 100 x Unrest Modifier
Minority Status
If a species is a small minority within an Empire it may resent its situation, resulting in unrest. Therefore if a species forms less than ten percent of an Empire?s population and its has a Xenophobia of at least 50%, any populations of that species will suffer unrest based on the following calculation:
Unrest Points= (10 ? Species Percentage Population) x (Xenophobia/100) x2
Insufficient Local Defence
Populations of at least ten million may require the presence of military forces, such as warships, orbital bases or PDCs. In some cases, such as Imperial Populations, Candidate Population and, to a lesser extent, Subjugated Populations, this is because they desire protection from hostile aliens. In the case of Vanquished populations, it is to remind the population of the orbital bombardment that caused their surrender and in the case of Client Populations, it is to reassure the inhabitants that they made the right decision in joining the Empire. The demand for protection from Client Populations is particularly strong as they no longer have their own military to rely on. The amount of protection required is based on:
Required Protection = Population in millions x Militancy/100 x Political Status Protection Modifier
As local politicians are not always the most astute military minds, their demand for protection is based on a simple premise. Warships with lots of guns, missiles and hangar bays are good. Warships with lots of unnecessary fluff such as fire control, sensors, high speed or EW systems are not good. Therefore the suitability of a ship for local defence purposes is based on its Population Protection Value (PPV), which is the total hull space devoted to missile launchers, beam weapons and hangar bays. The PPV now appears at the end of the second line on the Ship Design Display. Obviously this means that ships that will keep local politicians happy may not be ideal in terms of military efficiency or capability. I am sure that in the real world, politics would never influence ship design :))
Steve
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Steve, are you going to give Security type troops an increased effectiveness in suppressing unrest?
Cheers,
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Steve, are you going to give Security type troops an increased effectiveness in suppressing unrest?
In effect, they already have that. Security (called Garrison in v2.1) are cheap troops with a high defence strength so in comparison to Infantry or Assault troops, you get more occupation strength per point of cost.
Division Type and Cost per point of Defence/Occupation strength (assuming basic race ground combat strength)
Heaquarters 75 BP
Engineer 40 BP
Assault Infantry 20 BP
Heavy Assault 15 BP
Mobile Infantry 10 BP
Garrison 6 BP
Steve
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Here is a screenshot showing a v2.1 population summary. The Species and Political Status are shown top left, the required PPV is shown to the lower left and the various modifiers to production and wealth plus the population signature are shown to the lower right
(http://www.pentarch.org/aurorafiles/Images/PopSummary.GIF)
Steve
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Shouldn't the unrest modifier in the screen shot be 0% instead of 100%? Or else change the name to "Happiness" or something similar...
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Perhaps more like "Unrest Production Modifier" since there is a "Political Production Modifier" a few lines above it.
HD
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To me its the word "Unrest" in this context seems to imply the population is at 100% unrest (ie just about to revolt...).
In reality it is at 0% unrest, 100% happiness...
So maybe "Happiness Production Modifier" would be a little more clear...
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I think you could leave the factors and instead call it "Planetary Stability", or "Political Stability".
That way it becomes a little more in line with the other indexes, as Stability drops, you get Unrest.
Looking forward to this one, I think its going to add quite a bit to the game.
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I think you could leave the factors and instead call it "Planetary Stability", or "Political Stability".
That way it becomes a little more in line with the other indexes, as Stability drops, you get Unrest.
I have gone for Political Stability - thanks for the suggestion. I have changed the other political modifiers to Political Status Production Modifier and Political Status Wealth/Trade Modifier, to distinguish between status and stability.
Steve
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Glad to be of some small help. :twisted:
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Does Requested Protection Level ever plateau?
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Does Requested Protection Level ever plateau?
Not at the moment. PDCs are the way to go if you get a high protection level. A good public affairs officer also helps.
Steve
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Not at the moment. PDCs are the way to go if you get a high protection level. A good public affairs officer also helps.
Steve
Steve, you may want to add a plateau ASAP. In the first version of the Roman campaign, my population on Terra had risen to 27 billion and the requests for protection began to skyrocket. In fact so fast I had to build nothing but Continental Class PDC's, but it was heading to the point I could NOT build enough items to keep the unrest under control without SMing them. :wink:
Cheers,
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Shouldn't it be "required infrastructure" in the denominator for the infrastructure unrest rather than "available infrastructure"?
John
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Shouldn't it be "required infrastructure" in the denominator for the infrastructure unrest rather than "available infrastructure"?
Yes it should be. It is Required Infrastructure in the actual code.
Steve
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Steve, you may want to add a plateau ASAP. In the first version of the Roman campaign, my population on Terra had risen to 27 billion and the requests for protection began to skyrocket. In fact so fast I had to build nothing but Continental Class PDC's, but it was heading to the point I could NOT build enough items to keep the unrest under control without SMing them. :wink:
Both good points. One option to solve both of them might be to continue reducing the growth rate below 2%. The current formula for pop growth means that you drop to a 2% growth rate for a pop of 1000 million but any reductions below that are ignored so it never falls below 2%. I have removed the minimum cap so by two billion pop the growth rate is 1.58%, at five billion it is 1.17% and at ten billion the growth rate is 0.93%. Your 27 billion pop would have a growth rate of 0.67%.
However, even with those figures I think you will still run into the protection value problems so I have placed a cap on the required protection at five billion pop. Populations larger than five billion won't demand any more protection than a population of five billion.
Steve
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Insufficient Local Defence
Populations of at least ten million may require the presence of military forces, such as warships, orbital bases or PDCs. In some cases, such as Imperial Populations, Candidate Population and, to a lesser extent, Subjugated Populations, this is because they desire protection from hostile aliens. In the case of Vanquished populations, it is to remind the population of the orbital bombardment that caused their surrender and in the case of Client Populations, it is to reassure the inhabitants that they made the right decision in joining the Empire. The demand for protection from Client Populations is particularly strong as they no longer have their own military to rely on. The amount of protection required is based on:
Required Protection = Population in millions x Militancy/100 x Political Status Protection Modifier
Steve
Steve - would it be possible/desireable to let ground troops count as "protection"?
Not much, but it would certainly help in giving protection to far-flung colonies if stationing a division or two satisfied their desire for protection.
Kurt
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Steve - would it be possible/desireable to let ground troops count as "protection"?
Not much, but it would certainly help in giving protection to far-flung colonies if stationing a division or two satisfied their desire for protection.
Kurt
In a way they do. Assuming there is no 'fleet' protection on a colony, it will generate 25 Unrest points per turn.
[Unrest Modifier = 1
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My only concern is that as tech levels increase, ground units become MUCH more effective than fleet units. Since ground units are judged on strength, but fleet unit are judged on space, the cost of equivalent PPV fleet units goes up . . . WAY up. A militarily-useful PDC rapidly becomes ten times the cost for the same PPV.
*18 PPV will keep ~25 million Alzarians happy.
That is a very good point. I should probably make PPV based on cost, not space.
Steve
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That is a very good point. I should probably make PPV based on cost, not space.
Steve
Actually, you should base it on the strength. ie a laser capable of 8 points of damage should be twice as effective as one capable of 4 points...
Thus PPV value goes up as firepower does (similar to the same effect seen for ground units).
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You might want to make it something along the lines of damage over time. Say adding half the damage of multiple salvoes in 30 seconds. This would let smaller weapons with good capaciters be more effective than larger weapons with worse capaciters. It would also allow for the big gun effect that civilians want. That is that a big gun is better than a rapid firing gun to them.
A 15cm laser does 6 points and with capaciter 6 would have a value of 21. A 15cm C3 fires every 10 seconds and would have a value of 12. A 30cm C5 would have a value of 24, while a 30cm C8 would be up to 36.
This would give higher tech weapons a balance factor which is not there presently and make it so that higher tech ships would have a better pacifing effect.
Brian