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Not just currency.
One of the major problems of mobilising reserve forces or wartime conscription and exapnsion of  is balancing the need for military manpower against the people needed to build the weapons and run the economy in general.
This has was the main limiting factor for the UK and USA in WW2, The Russians gutted large parts of their economy to maintain larger forces and the Germans had massive problem as well. The French had to return some personel from active units in early 1940 becasue they were critical to wrar industries.  In 1967 a major factor in the Isreali decision for a pre-emptive strike was that they needed a fully mobilised military to face their opponents standing armies and every time there was a crisis and they mobilised their economy crashed so they had to fight and win or risk letting their opponents attack when they were not mobilised.
Every major industrial war has faced conflict between the manpower to fight the war and the manpower to build the war machine. None of this is even slightly represented in Aurora and would be a massive amount of effort to implement and then a massive amount of hassle for players to manage and would not really add much to the playing experience. 
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New Cold War / Cold War: Month 217, the Aurarii Incursion Ends
« Last post by Kurt on Today at 09:56:53 AM »
Month 217, Day 1, Alliance controlled Revolver system
An Aurarii CD arrived early in the day with a message for the Alliance representatives.  The message stated that the Aurarii would not be able to make the agreed upon meeting in twenty-four hours, but explained that the Aurarii government had recently undergone a rather dramatic upheaval.  The new leaders of the government pledged to meet with the Alliance representatives in no less than five days. 

With little choice other than restarting the war, Warleader Grogan and Cho-sho Banzan agreed to the new meeting date. 

Month 217, Day 5, Alliance controlled Revolver system
The new representatives for the Aurarii government introduced themselves as the Lady Senator Celes and, most astonishingly, the Emperor himself.  This, more than anything else, convinced the Alliance representatives that the Aurarii were serious about wanting to end the conflict.  And so it proved.  In essence, the Aurarii agreed to every term the Alliance representatives had put forward.  The Aurarii would pay reparations to the Doraz Contingency, and the Aurarii fleet would withdraw into their own inner system.  Further, the Aurarii agreed to end their occupation of the Norn home world, once the Alliance pledged to station warships in the system to prevent the Norn from taking revenge on the Aurarii once the occupation ended.  And, finally, the Aurarii agreed to join the Alliance as an associate member, and to support the Norn in joining as well.  The Doraz dropped their demand for a technology transfer, but that was due to an Alliance promise to turn over one of the three monitors they had captured from the Aurarii. 

The war here was over.  The Alliance would be unable to shift ships from this front to the Lothari front for some time, but further reinforcements could now safely be sent to Liawak instead of to Doraz territory. 
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which would go a long way to deter players from keeping around a gigantic military.
Of course you NEED a gigantic military if you are going to invade a homeworld.
I was thinking along the line of carrying out a mobilization and demobilizing as needed like you said. This would of course mean reworking the economy back to older model to permit player building a stockpile of currency.
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General C# Fiction / Re: Manticore Defiant: A Star Kingdom AAR
« Last post by nuclearslurpee on Yesterday at 07:00:14 PM »
The 24th checks in...  ;)

Well, I didn't say the 12th of which month. ;)

This is the way. 
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General C# Fiction / Re: Manticore Defiant: A Star Kingdom AAR
« Last post by Pedroig on Yesterday at 06:11:53 PM »
The 24th checks in...  ;)

Well, I didn't say the 12th of which month. ;)

Touche' good sir, Touche'

 ;D
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General C# Fiction / Re: Manticore Defiant: A Star Kingdom AAR
« Last post by rainyday on Yesterday at 11:20:41 AM »
The 24th checks in...  ;)

Well, I didn't say the 12th of which month. ;)
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C# Suggestions / Re: Ground combat - morale, organization and training level
« Last post by Black on Yesterday at 11:11:04 AM »
I would prefer the formations to be more like ships. You have a formation (ship) with elements (components). GFCC would work more as shipyards, but with free retooling to different formations. ïf you want to replenish or refit the formation, just move it to planet with GFCC and choose task to replenish or refit.

We would most likely need some equivalent of MSPs to replenish ground formations in situations where there is no GFCC present. It could also work as prebuild ship components to make training of new formations quicker. We could for example take inspiration from WITPAE - manpower and armament is used to make ground formations.

Replenishment in the field could have cost in morale or training level of the formation and replenishment in GFCC would not have effect on these stats.
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C# Suggestions / Re: Ground combat - morale, organization and training level
« Last post by Gyrfalcon on Yesterday at 07:43:58 AM »
Those would be great improvements, as well as being able to return formations to the GFCC queue for upgrade/replacements. The formation has a template, it just needs to compare what's currently in the formation vs the template, calculate the missing BP and once those are spent, the formation is back up to speed.

One of my biggest slowdowns post invasion is that I have to manually do those checks - what is every formation missing, which I need to total so I can create a temporary reinforcements formation that half the time I then need to manually parcel out to the individual units because the reinforcements check doesn't work correctly.
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C# Suggestions / Re: Ground combat - morale, organization and training level
« Last post by nuclearslurpee on November 27, 2022, 10:45:52 PM »
My main issues is that combat which generally should be measured in months and years in general is concluded in days or weeks... this make troop deployment nearly pointless in most respect outside role-play... unfortunately.

I personally feel like returning to the 5-day ground combat increment would be an improvement, although you do run into some issues with balancing against ship-based fire this way. More robust would be to link it to the construction cycle with 20% base fire accuracy at 5-day increments and proportional scaling with the actual increment.

Do this, and combine that with a rework that makes Unit Series the basis of the formation rather than unit classes, which allows trivially easy upgrading and reinforcement without a lot of micro, and I think you have a very robust system which is detailed for initial setup and flavor, and low-maintenance after that.
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C# Suggestions / Re: Ground combat - morale, organization and training level
« Last post by Jorgen_CAB on November 27, 2022, 05:47:43 PM »
While I love this game I'm generally not thrilled over the new combat mechanics as it on some levels are too detailed for the overall impact it has. The decisions should basically be about strategic movement and deplaoyment of troops.

My main issues is that combat which generally should be measured in months and years in general is concluded in days or weeks... this make troop deployment nearly pointless in most respect outside role-play... unfortunately.

We need a more simple ground simulation so it is not so computationally heavy or that it create such a massive log for larger conflicts that can slow the game down in a way I think it should not.

I do like the construction and detal of units in theory but less in practice becasue it have rather little impact in the end due to the randomness of unit engagements. It also can become very player intensive to interact with the mechanic for rather little overall impact in real terms as a result.

We need ground conflicts to last longer for it to have a much more important strategic impact, those are the decisions we should be concerned with. Where and how large forces to deploy where and how to conduct counter offensives in a strategic or operationally sense.
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