Recent Posts

Pages: [1] 2 3 ... 10
1
C# Tutorials / Re: colony rebells
« Last post by watchers78 on July 20, 2025, 04:18:58 PM »
thanks for your comments, it was very helpful. i am very new to aurora but i love this game.
2
C# Tutorials / Re: colony rebells
« Last post by Andrew on July 20, 2025, 02:06:23 PM »
I believe unrest also increases if you have more population than your infrastructure can support. Apparently the Proles prefer not to die just to make the budget easier. It is possible a colony on Mercury has a really large demand for infrastructure so even higher instability
3
C# Tutorials / Re: colony rebells
« Last post by paolot on July 20, 2025, 12:56:29 PM »
... ...
Pork class Orbital Weapon Platform (P)
... ...
  • In an emergency, the Pork-class can slaughter beam-armed combatants and incoming missiles by spamming them with 60 AMMs.

Thanks for sharing this class. Really good for PPV.
It needs sensors from other platforms/ships, to fire effectively, anyway.
4
C# Tutorials / Re: colony rebells
« Last post by Droll on July 20, 2025, 12:45:43 PM »
To expand on Droll's post -- you will want to ensure you either have
1) More "Police" strength (generated by ground forces and their commanders) than the "Resistance" rating
or
2) More "Protection Actual" (generated by military ships with weapons) than the "Required" rating

Only one of the two above need to be true for the unrest to go back to normal.

Both Police/Resistance and Protection/Actual are visible for each colony in the Economics Summary, in the middle of the 3 panels.  The values are specific to each colony.  While your home planet will still display these numbers, unrest will not actually increase on your home planet if it lacks has enough protection/police.

Police Strength:
In order to get more police strength, its the numbers of "units" within a formation that matters.  This means, Light Infantry with Light weapons give you the most value for the industrial cost when it comes to having enough police.  But that has to be managed with the knowledge that at some point, a planet could be invaded, and 10,000 police with tasers aren't going to be standing up to space aliens.  So there is a tradeoff between good policing, and being able to defend well.  If you are interested in the actual math behind the police rating, it is outlined here https://aurora2.pentarch.org/index.php?topic=11593.msg136342#msg136342

Note: The occupation bonus of the commanders really makes a difference, my belief is that in the current version (2.5.1) it is counted twice.  So if you are manually assigning your ground unit commanders, that's something to prioritize on a situation like you experience.

Protection Strength:
I'm less familiar with the math behind this, but my understanding is that the driving force is more guns on the ships in orbit = more Protection.  This means smaller, cheaper weapons like Plasma Carronades are actually really good at oppress making your colonists feel safe.  But again, tradeoffs, because you may not want short-range space shotguns taking on alien missile fleets.
The planetary protection value (PPV) of ships is based on the tonnage/displacement of ships' weapon systems only; engine/electronics/etc. don't matter. You can think about this using a political lens: big guns are very impressive/intimidating, even if they're suboptimal for actual warfare.

This means that one can design specialized PPV ships. Behold:
Code: [Select]
Pork class Orbital Weapon Platform (P)      497 tons       1 Crew       44 BP       TCS 10    TH 0    EM 0
1 km/s      Armour 1-5       Shields 0-0       HTK 0      Sensors 0/0/0/0      DCR 0-0      PPV 9
Maint Life 8.33 Years     MSP 5    AFR 20%    IFR 0.3%    1YR 0    5YR 2    Max Repair 1 MSP
Magazine 60 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   


Size 1 Box Launcher (60)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
Missile Fire Control FC2-R1 (1)     Range 2.5m km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Features
  • The Pork-class has PPV 9, which is enough to cover a colony of ~15m people.
  • The Pork-class is fighter-sized, which means that it can be assembled without shipyards.
  • The Pork-class costs only 44 BP, which means that 80 fighter factories can assemble at least 18 ships per year.
  • In an emergency, the Pork-class can slaughter beam-armed combatants and incoming missiles by spamming them with 60 AMMs.

Just make sure that the pork class is using conscript crews and maybe even exclude them from automatic officer assignment (or at the very least drop their officer priority). Fighter sized PPV ships tend to hoover up a lot of officers that you maybe want in more capable ships
5
C# Tutorials / Re: colony rebells
« Last post by gpt3 on July 20, 2025, 12:36:53 PM »
To expand on Droll's post -- you will want to ensure you either have
1) More "Police" strength (generated by ground forces and their commanders) than the "Resistance" rating
or
2) More "Protection Actual" (generated by military ships with weapons) than the "Required" rating

Only one of the two above need to be true for the unrest to go back to normal.

Both Police/Resistance and Protection/Actual are visible for each colony in the Economics Summary, in the middle of the 3 panels.  The values are specific to each colony.  While your home planet will still display these numbers, unrest will not actually increase on your home planet if it lacks has enough protection/police.

Police Strength:
In order to get more police strength, its the numbers of "units" within a formation that matters.  This means, Light Infantry with Light weapons give you the most value for the industrial cost when it comes to having enough police.  But that has to be managed with the knowledge that at some point, a planet could be invaded, and 10,000 police with tasers aren't going to be standing up to space aliens.  So there is a tradeoff between good policing, and being able to defend well.  If you are interested in the actual math behind the police rating, it is outlined here https://aurora2.pentarch.org/index.php?topic=11593.msg136342#msg136342

Note: The occupation bonus of the commanders really makes a difference, my belief is that in the current version (2.5.1) it is counted twice.  So if you are manually assigning your ground unit commanders, that's something to prioritize on a situation like you experience.

Protection Strength:
I'm less familiar with the math behind this, but my understanding is that the driving force is more guns on the ships in orbit = more Protection.  This means smaller, cheaper weapons like Plasma Carronades are actually really good at oppress making your colonists feel safe.  But again, tradeoffs, because you may not want short-range space shotguns taking on alien missile fleets.
The planetary protection value (PPV) of ships is based on the tonnage/displacement of ships' weapon systems only; engine/electronics/etc. don't matter. You can think about this using a political lens: big guns are very impressive/intimidating, even if they're suboptimal for actual warfare.

This means that one can design specialized PPV ships. Behold:
Code: [Select]
Pork class Orbital Weapon Platform (P)      497 tons       1 Crew       44 BP       TCS 10    TH 0    EM 0
1 km/s      Armour 1-5       Shields 0-0       HTK 0      Sensors 0/0/0/0      DCR 0-0      PPV 9
Maint Life 8.33 Years     MSP 5    AFR 20%    IFR 0.3%    1YR 0    5YR 2    Max Repair 1 MSP
Magazine 60 / 0   
Lieutenant Commander    Control Rating 1   
Intended Deployment Time: 3 days    Morale Check Required   


Size 1 Box Launcher (60)     Missile Size: 1    Hangar Reload 50 minutes    MF Reload 8 hours
Missile Fire Control FC2-R1 (1)     Range 2.5m km    Resolution 1

This design is classed as a Fighter for production, combat and planetary interaction
This design is classed as a Fighter for auto-assignment purposes
Features
  • The Pork-class has PPV 9, which is enough to cover a colony of ~15m people.
  • The Pork-class is fighter-sized, which means that it can be assembled without shipyards.
  • The Pork-class costs only 44 BP, which means that 80 fighter factories can assemble at least 18 ships per year.
  • In an emergency, the Pork-class can slaughter beam-armed combatants and incoming missiles by spamming them with 60 AMMs.
6
C# Tutorials / Re: colony rebells
« Last post by Unclemestor on July 20, 2025, 11:18:53 AM »
To expand on Droll's post -- you will want to ensure you either have
1) More "Police" strength (generated by ground forces and their commanders) than the "Resistance" rating
or
2) More "Protection Actual" (generated by military ships with weapons) than the "Required" rating

Only one of the two above need to be true for the unrest to go back to normal.

Both Police/Resistance and Protection/Actual are visible for each colony in the Economics Summary, in the middle of the 3 panels.  The values are specific to each colony.  While your home planet will still display these numbers, unrest will not actually increase on your home planet if it lacks has enough protection/police.

Police Strength:
In order to get more police strength, its the numbers of "units" within a formation that matters.  This means, Light Infantry with Light weapons give you the most value for the industrial cost when it comes to having enough police.  But that has to be managed with the knowledge that at some point, a planet could be invaded, and 10,000 police with tasers aren't going to be standing up to space aliens.  So there is a tradeoff between good policing, and being able to defend well.  If you are interested in the actual math behind the police rating, it is outlined here https://aurora2.pentarch.org/index.php?topic=11593.msg136342#msg136342

Note: The occupation bonus of the commanders really makes a difference, my belief is that in the current version (2.5.1) it is counted twice.  So if you are manually assigning your ground unit commanders, that's something to prioritize on a situation like you experience.

Protection Strength:
I'm less familiar with the math behind this, but my understanding is that the driving force is more guns on the ships in orbit = more Protection.  This means smaller, cheaper weapons like Plasma Carronades are actually really good at oppress making your colonists feel safe.  But again, tradeoffs, because you may not want short-range space shotguns taking on alien missile fleets.

7
C# Tutorials / Re: colony rebells
« Last post by Droll on July 20, 2025, 08:36:16 AM »
I made up  new colony on mercury.  in this new colony I just made I got a warning about stability drop due to lack of military construction. ver stability constantly dropped. I built and sent soldiers, it didn't work. What is your solution

How much population does the colony have? Above 10m? Do you have any warships in the solar system? How many ground troops did you send? Is their policing more than the resistance rating of the colony?

Is this is about the PPV rating, you need to have some sort of military space asset, a military station or warship with functional weapons to give you some PPV score for the system. If you don't want to do that you need to send more ground troops so that they can reduce the unrest to the point of it being irrelevant.
8
C# Tutorials / colony rebells
« Last post by watchers78 on July 20, 2025, 07:41:23 AM »
I made up  new colony on mercury.  in this new colony I just made I got a warning about stability drop due to lack of military construction. ver stability constantly dropped. I built and sent soldiers, it didn't work. What is your solution
9
The Academy / Re: Ranks & Promotions
« Last post by nuclearslurpee on June 29, 2025, 03:16:19 PM »
2. I couldn't find a specific list, but I believe it is based on either the unit size or the unit's HQ value. However, this isn't super important because you can override the default rank for a template and put whatever you want (use the "Change Rank" button). I tend to end up doing this for almost every design myself.

I've never gotten to the point in game where I've had weapons on ships or armies that weren't just suppression garrison. So since you're saying ground formation rank is pretty arbitrary since I can assign what I want now I'm curious if you or someone else could help me figure out what I should expect, or how you assign each rank.
For Naval and Ground
T8
T7
T6
T5
T4
T3
T2
T1
Like what do you try and have each rank do or correspond to, and when should I expect to use them in game cause I start the game with a T5 naval guy but don't think I'm gonna be using him anytime soon. I know I can do the game however I want but having a reference point I can build from and learn from makes this game more enjoyable for me.
And followup with ranks, what the hell are admin ratings. Like I have a rating 6 person but no rating 5 person. I had rating 3 person replace a rating 2 person as governor. I have basically equal amounts of rating 1-4. So what the hell is the difference.

So, there is considerable flexibility here, and within a few game mechanical rules you can do nearly anything you want, although some things work better than others. I'll share what I typically do.

Naval
Ranks 1--3 are typically ship commanders or fill various sub-command roles such as executive officer (AUX component) or tactical officer (CIC component). Rank 4 are usually a mix of senior ship commanders and low-level naval admin commanders. Ranks 5+ are usually naval admin commanders. The naval administration hierarchy can be many layers deep, although usually 4 or 5 layers is plenty. You can see an early example in one of Steve's change log posts here.

A typical naval admin command structure could look like:

GEN Supreme Command (R8)
    NAV Naval High Command (R7)
        NAV Battle Fleet Command (R6)
            NAV Home Fleet (R5) - Home defense fleet and new construction
            PTL Expeditionary Fleet (R5) - Long-range deployments and patrols
        SRV Survey Fleet Command (R6)
            SRV Survey Fleet (R5) - Survey ships
            IND Stabilization Fleet (R5) - Stabilization ships
    LOG Auxiliary High Command (R7)
        LOG Shipping Fleet Command (R6)
            LOG Colonization Fleet (R5) - Colony ships and freighters for infrastructure
            LOG Heavy Lift Fleet (R5) - Freighters for installations and minerals, tankers, troop transports, etc.
        IND Industrial Fleet Command (R6)
            IND Fuel Harvester Fleet (R5) - Fuel harvesters
            IND Orbital Mining Fleet (R5) - Orbital miners
            IND Terraforming Fleet (R5) - Orbital terraformers

This is only an example. In some cases I'll have multiple admin commands at the same level that prioritize the same bonuses for fleet organization purposes. In other cases I may have lower-level admin commands with an R4 commander (especially for LOG and IND types) to create jobs for commanders with specializations that don't fit well in the role of being a senior ship commander.

A typical ground forces command structure could look like:

Army Group (R4)
    Army Corps (R3)
        Division (R2)
            Regiment or Brigade (R1)
            Regiment or Brigade (R1)
            Regiment or Brigade (R1)
            Regiment or Brigade (R1)
        Division (R2)
            ...
        Division (R2)
            ...
    Army Corps (R3)
        ...
    Army Corps (R3)
        ...

Basically, trying to mirror the high-level organization of real-world military forces usually works well, as long as you keep it to a fairly high level (trying to represent individual platoons, for example, is usually a bad idea and not worth the effort). Like real-world militaries, you can be pretty flexible, e.g., assigning extra brigades or divisions to an Army Group-level command depending on the mission profile.

I rarely find any use for ground forces commanders higher than R5 or R6, so I tend to make rank structures that look like this:
 R8   N/A NO_COMMANDER
 R7   --- --------------------------------
 R6   FM Field Marshal
 R5   GEN General
 ...
Then I use the R8 rank to mark formations that should not receive commanders (e.g., CMC garrisons, replacement units). The "blank" R7 rank prevents automated promotions from reaching R8, since I will never use the R7 rank for anything so there will be no opportunities for a commander to be promoted to R7.
10
The Academy / Re: Ranks & Promotions
« Last post by LordOther on June 29, 2025, 12:31:21 PM »
1. Check out this post for the full description of what determines the required commander rank for a ship design.

Alright, this is helpful. After searching a bunch I found other things from the change list but Google never decided this post is worth showing me.

2. I couldn't find a specific list, but I believe it is based on either the unit size or the unit's HQ value. However, this isn't super important because you can override the default rank for a template and put whatever you want (use the "Change Rank" button). I tend to end up doing this for almost every design myself.

I've never gotten to the point in game where I've had weapons on ships or armies that weren't just suppression garrison. So since you're saying ground formation rank is pretty arbitrary since I can assign what I want now I'm curious if you or someone else could help me figure out what I should expect, or how you assign each rank.
For Naval and Ground
T8
T7
T6
T5
T4
T3
T2
T1
Like what do you try and have each rank do or correspond to, and when should I expect to use them in game cause I start the game with a T5 naval guy but don't think I'm gonna be using him anytime soon. I know I can do the game however I want but having a reference point I can build from and learn from makes this game more enjoyable for me.
And followup with ranks, what the hell are admin ratings. Like I have a rating 6 person but no rating 5 person. I had rating 3 person replace a rating 2 person as governor. I have basically equal amounts of rating 1-4. So what the hell is the difference.

3. Promotions are done "on-demand" and promotion score is used only as a tiebreaker for multiple commanders with the same primary skill for the role seeking a promotion. Otherwise promotion score has no bearing on what rank the officer is. There is a "cooling off" period of one year between promotions, so officers will not promote multiple times in a row. See this post for details.

On-demand being how promotion works makes so much sense now. Like I'm trying to use all the base game medals plus US medals and figuring out the score to give each and seeing how little promotion score the original spawns had made me think if I gave someone the medal of honor at what I had the score at someone would have bumped 2 ranks.
Pages: [1] 2 3 ... 10
SMF spam blocked by CleanTalk