Aurora 4x

New Players => The Academy => Topic started by: Rich.h on January 02, 2015, 09:03:18 AM

Title: Crews & Academies
Post by: Rich.h on January 02, 2015, 09:03:18 AM
The wiki states that a military academy generates 5 leaders and 1000 crew per year, But I cannot seem to find out anywhere how many crew I currently have available for service. I am wanting to go on a ship building expansion but not sure how things get handled. If I do not have enough spare crew will my ships simply take longer to build (due to waiting for new crew) or will I get a message to tell me I am short? Is there anywhere I can clearly see how many crew I have in service and awaiting assignments?
Title: Re: Crews & Academies
Post by: Ostia on January 02, 2015, 09:21:16 AM
The total amount of available crewmen can be found under Economics > Teams/Academy > Empire-wide crewman availability.

As I was never in  situation where I lacked crewmen I can't answer that question.

If you are worried about that, you can ease the load on your crewmen by flagging commercial ships (read: non-combat/non-survey)as conscript crew. That prevents them from drawing from your crewmen pool, but means crappy grade bonus for the ships, which affects combat ability. This is available under Class Design, top right corner.
Title: Re: Crews & Academies
Post by: Rich.h on January 02, 2015, 09:24:47 AM
Ah thanks for the tip that should fix things nicely.
Title: Re: Crews & Academies
Post by: JacenHan on January 02, 2015, 12:29:54 PM
If you run out of trained crewmen, your ships will come out of the shipyards as normal, but with lower grade points. The exact amount of grade points depends on how many crewmen were unavailable.
Title: Re: Crews & Academies
Post by: linkxsc on January 09, 2015, 06:28:21 PM
Stupid side question that has a bit to do with this question. In the race screen you can set it so that you have a higher level of "crewman training" and end up with fewer crewmen per year

Does changing this to say 5 make it so that ships will start off with a higher crew grade bonus?

Also on the tidbit of crew grade bonus, would refitting ships into newer 1s keep an already trained crew's higher grade bonus, or would it reset to 0%?
Title: Re: Crews & Academies
Post by: Vandermeer on January 09, 2015, 06:36:43 PM
I've played with the training grade in the past, but cannot confirm nor deny the impact it has in reality. I can however affirm that the crew grade stays after refitting, but may drop a slight bit if the refit caused it so new crew members have been added, which are greenhorns at first of course.
Title: Re: Crews & Academies
Post by: 83athom on January 09, 2015, 11:12:31 PM
Stupid side question that has a bit to do with this question. In the race screen you can set it so that you have a higher level of "crewman training" and end up with fewer crewmen per year

Does changing this to say 5 make it so that ships will start off with a higher crew grade bonus?
Imagine this, would you rather have your crew only have the most basic of training (ie only told how to use the systems and some "training") or  would you want to have each and every crew member to have in-depth advanced training in a lot of simulators on their role. I believe, in game, it only adds experience (grade points) for the crew but don't quote me on that.
Title: Re: Crews & Academies
Post by: linkxsc on January 10, 2015, 09:52:22 AM
Well see it confuses me. If I'm in the middle of a game and I go and switch it from 1 to 5, I don't seem to get any change on new ships built. (Perhaps because those new higher trained crew get intermixed with the thousands of crew I already had trained)
So I started a brand new game and set it to 5 immediately on starting. Certainly noticeable that there are fewer total crew members, however the ships still come out with a 0 crew grade bonus. (Haven't built a little combat fleet yet and told them to train though, perhaps they'll accrue training faster than level 1 crewmen)
Title: Re: Crews & Academies
Post by: Rich.h on January 10, 2015, 09:56:29 AM
I cannot comment on how long a fleet with level 1 crew takes to complete training, however I always go for level 5 at the game start. I tend to find my fleets reach 100% within 2-3 months of task force training.
Title: Re: Crews & Academies
Post by: Vandermeer on January 10, 2015, 01:06:01 PM
I cannot comment on how long a fleet with level 1 crew takes to complete training, however I always go for level 5 at the game start. I tend to find my fleets reach 100% within 2-3 months of task force training.
Waitwaitwait. You mean "100% of the possible training grade completed", "100% grade bonus", or just "100% TF training"? TF training is different from crew grade.

linkxsc observed there is no difference in the grade of fresh ships, so if the thing is still functional in some way, it would be reasonable to assume you get other benefits. I assume that it is either a higher maximum grade for ships (would be awesome, but I doubt it - Rich.h, do your ships cap out at 34% too?), ...well, or the TF training gets completed faster. 2-3 months seems good. I can't be sure right now, but to me it always seems more close to a year or 9 months with my training rate set to 1.


..Does anyone even know what happens if you run out of available crew? I was only once close to getting that when building a gigantic ship fleet (on training rate 1 still), but it was avoided, so I never saw it happening.
Title: Re: Crews & Academies
Post by: Rich.h on January 10, 2015, 01:11:20 PM
Sorry I meant that the TF training reaches 100% in around 2-3 months. I haven't ever kept watch on ships to see the other training aspects though.
Title: Re: Crews & Academies
Post by: GreatTuna on January 10, 2015, 02:09:58 PM
Maximum grade points achievable by training - 2000.0, or 34%. It is possible to get more grade points by taking damage to armour\modules.
The bonus is applied to to-hit chance only IIRC.

Crew training affects starting grade points, not maximal - 100.0 per level. Lvl1 crew gets 0% bonus (100 pts), lvl5 crew gets 12% bonus (500 pts). After that grade points can be increased by training by officer or taking damage.

If one runs out of trained crewmen, the crew will be filled with conscripts with no training whatsoever, and will get less points depending on amount of conscripts in the crew. If there are no crewmen in pool, the ship will get 0.0 point crew, or -10% grade bonus.
Title: Re: Crews & Academies
Post by: CharonJr on January 10, 2015, 02:45:15 PM
Those training times seem very short. My crews have been training for 3 years now and only reached 50% TF yet. And I am using 100%+ training officers here. They are still in the home system and thus supervised by the HQ as well which should provide an additional bonus. Anything I might be missing?

Edit: Found the problem, I never reassigned my crappy task force commander when better officers got high enough in rank to replace him. With 375 training from the HQ it is much faster now.
Title: Re: Crews & Academies
Post by: Vandermeer on January 10, 2015, 06:19:28 PM
Thanks, Tuna, for the complete explanation.
Title: Re: Crews & Academies
Post by: Rich.h on January 11, 2015, 06:49:01 PM
Slightly related but the wiki states that when using the realistic promotions setting the following applies. For a promotion to take place there must be less than 1/3 of the next rank of available officers for any of the current rank to be eligible for promotion, from rank 5 onwards this changes to 1/2 the number. Is this accurate? I seem to be finding the 1/3 rule applies to all ranks. I am trying to get myself a rank 8 officer, and my lower ranks are as follows.

R8 = 0
R7 = 1
R6 = 4
R5 = 13

Should some of the R5 officers not be promoted upwards and so on with the higher ranks or does the 1/2 only apply above R5 not from R5?
Title: Re: Crews & Academies
Post by: Vandermeer on January 12, 2015, 03:23:56 AM
The Wiki is often outdated in many regards, so 1/3 is true for all ranks. However I would really like some capability to customize this in a game. In my current game for example I had to introduce a Senior Captain rank, just because I wanted more captains, while the 1/3 rule would mean I basically get at least one Admiral type of rank per captain, and even some more later on. That is far too many admirals per ship captain if you have many ships and bigger fleets, and actually, even 1/9 would be too much if you use Commodore in between. On the other side I'd like to have only one marshal rank, so the ratio to that should be high (currently I am just adding a rank on top where there are not enough officers around to reach it, and then promote the leader per hand, which is fine too actually). Or in the ground ranks, I'd like to only have one general per real army, which I put artificially at 12-15 divisions.

So it would be nice to either have some custom control directly, or, as in the old wiki article, have some sort of differentiation between lower and higher ranks, but in another way. Maybe the "high-class" admiral type ranks start at 5 or so (would be best to being able to customize), so between 4 and 5 the ratio could one time be really low, like 1/20 or so, and after that normal again.
Title: Re: Crews & Academies
Post by: linkxsc on January 12, 2015, 06:04:20 PM
Heres an odd question, kinda in the ballpark. Why is it that some fleets that I set to "task force training" zip around the system on maneuvers or whatever, while others seem to just sit on planet and accrue TF training without moving or spending fuel?
Title: Re: Crews & Academies
Post by: 83athom on January 12, 2015, 06:56:34 PM
Heres an odd question, kinda in the ballpark. Why is it that some fleets that I set to "task force training" zip around the system on maneuvers or whatever, while others seem to just sit on planet and accrue TF training without moving or spending fuel?
Just a different type of "training"  ;)
Title: Re: Crews & Academies
Post by: Vandermeer on January 12, 2015, 07:20:55 PM
Heres an odd question, kinda in the ballpark. Why is it that some fleets that I set to "task force training" zip around the system on maneuvers or whatever, while others seem to just sit on planet and accrue TF training without moving or spending fuel?
I never had that - for me they all move, except... . Two explanation possible: Could you have zoomed out too much, so that slow ships look like they stay, when they aren't? Other, and I think most likely explanation: You train ships without engines, or Task Forces that contain at least one ship without engines. Those remain indeed stationary then. I have this all the time with my orbital training hangar starbases.
Title: Re: Crews & Academies
Post by: linkxsc on January 12, 2015, 07:43:10 PM
All ships have engines. As a matter of fact the fleet trains as the whole thing should (in 4 ship squadrons, 1 jump/command ship with the flag bridge, and some spare fuel, 1 escort, and 2 warships) Everyone has got engines, but it seems that a handful of them don't feel like moving. However it might be important to note that the 1s that dont move tend to be the fleets in other colonized systems, not Sol system. They've all got senior commanders, and are gaining experience... but I dunno, a few don't wanna move (I don't mind it, save me on some fuel)
Title: Re: Crews & Academies
Post by: AL on January 13, 2015, 01:07:48 AM
Quote from: Vandermeer link=topic=7643.  msg77682#msg77682 date=1421054636
So it would be nice to either have some custom control directly, or, as in the old wiki article, have some sort of differentiation between lower and higher ranks, but in another way.   

One of the settings in the game details menu is "Realistic Commander Promotions".   If you disable that you should be able to promote/demote officers manually. 
Title: Re: Crews & Academies
Post by: JacenHan on January 13, 2015, 01:26:04 AM
One of the settings in the game details menu is "Realistic Commander Promotions".   If you disable that you should be able to promote/demote officers manually. 
I'm pretty sure you just need to to turn on SM mode.
Title: Re: Crews & Academies
Post by: Rich.h on January 13, 2015, 05:37:05 AM
I'm pretty sure you just need to to turn on SM mode.

It is a standard option you can set at the start of a new game and each time you load up an existing one. The problem is it does not seem to work well. I am having issues at the moment where ships are lying with no commanders while fighters are being given R4 officers at times. I ramped my academy level up to 100 and still the problem happens. My hope was that I could have a story type game with ships with officers and careers, but it doesn't want to play. The realistic option leaves ships empty, and it also stops me from promoting manually. Using manual promotions then leaves me with a choice of micro managing a couple of thousand officers or just having a tiny amount that I promote while leaving other ships empty.
Title: Re: Crews & Academies
Post by: 83athom on January 13, 2015, 08:46:41 AM
However it might be important to note that the 1s that dont move tend to be the fleets in other colonized systems, not Sol system. They've all got senior commanders, and are gaining experience... but I dunno, a few don't wanna move (I don't mind it, save me on some fuel)
There it is. Is your fleet commander on the flagship or is he on Earth. Because if they are in another system than the commander of the fleet, they are not supposed to be able to train.
Title: Re: Crews & Academies
Post by: linkxsc on January 13, 2015, 02:35:05 PM
There it is. Is your fleet commander on the flagship or is he on Earth. Because if they are in another system than the commander of the fleet, they are not supposed to be able to train.

Each fleet has its own senior commander on the flag bridge, even if they are in Sol. Then theres an overarching admiral as the main staff officer for the navy
Title: Re: Crews & Academies
Post by: 83athom on January 13, 2015, 04:53:16 PM
Each fleet has its own senior commander on the flag bridge, even if they are in Sol. Then theres an overarching admiral as the main staff officer for the navy
So every flagship has a fleet commander in them and they are assigned to their own fleets (in the TF menu [Ctrl+F4/the triangle button] not the TG menu [F12/Super Star Destroyer button])?
Title: Re: Crews & Academies
Post by: linkxsc on January 15, 2015, 12:34:05 PM
^ yes. Each group is its own task force, and has its own commander. Early on this time I built a few extra naval academies because I was testing out the "level 5" crew training. So I built a couple extras to offset what I thought might be a lack of crew (still turned out more than enough crew with 1 naval academy. But the 13% bonus for crew grade is certainly noticeable in combat/missile interception)
Title: Re: Crews & Academies
Post by: MarcAFK on January 15, 2015, 10:35:50 PM
Just in reply to some task groups sitting on their butt while training. Make sure there's no stationary ships or PDCs in the task group, check the actual speed the fleet is set to, and make sure you don't have shipyards building to that fleet.