Author Topic: Colony Protectin  (Read 594 times)

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Offline Golem666 (OP)

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Colony Protectin
« on: January 12, 2021, 10:51:10 AM »
Hi, what is a good way to provide a colony with cheap protection value? I have one colony and its need for protection far exceeds the speed at which I can mine minerals to build some actually working ships for protection.
Thanks for any advice.
 

Online tobijon

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Re: Colony Protectin
« Reply #1 on: January 12, 2021, 10:56:27 AM »
the protection value of a ship is only determined by the amount and size of weapons, they dont need to be fully functioning warships, so you can save resources by just designing a ship with weapons and little else. You can also use ground troops to suppress the rebellion without needing to worry about things like ship maintenance, thats how I do it. All you need for that is enough troops to keep the annual unrest reduction above 25%.
 

Offline Golem666 (OP)

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Re: Colony Protectin
« Reply #2 on: January 12, 2021, 11:20:10 AM »
Quote from: tobijon link=topic=12303. msg146426#msg146426 date=1610470587
the protection value of a ship is only determined by the amount and size of weapons, they dont need to be fully functioning warships, so you can save resources by just designing a ship with weapons and little else.  You can also use ground troops to suppress the rebellion without needing to worry about things like ship maintenance, thats how I do it.  All you need for that is enough troops to keep the annual unrest reduction above 25%.
Yeah I know about that first thing, I just can't justify in my head to spend minerals on something that will be barely useful, but I guess I'll have to do something like that
 

Offline TheTalkingMeowth

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Re: Colony Protectin
« Reply #3 on: January 12, 2021, 11:22:45 AM »
Quote from: tobijon link=topic=12303. msg146426#msg146426 date=1610470587
the protection value of a ship is only determined by the amount and size of weapons, they dont need to be fully functioning warships, so you can save resources by just designing a ship with weapons and little else.  You can also use ground troops to suppress the rebellion without needing to worry about things like ship maintenance, thats how I do it.  All you need for that is enough troops to keep the annual unrest reduction above 25%.
Yeah I know about that first thing, I just can't justify in my head to spend minerals on something that will be barely useful, but I guess I'll have to do something like that

Box launcher missile platforms with no ammo are really cheap and will be useful if you ever get around to sticking missiles on them..

You can even make small fighter size ones.
 

Offline Golem666 (OP)

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Re: Colony Protectin
« Reply #4 on: January 12, 2021, 11:26:08 AM »
Quote from: tobijon link=topic=12303. msg146426#msg146426 date=1610470587
the protection value of a ship is only determined by the amount and size of weapons, they dont need to be fully functioning warships, so you can save resources by just designing a ship with weapons and little else.  You can also use ground troops to suppress the rebellion without needing to worry about things like ship maintenance, thats how I do it.  All you need for that is enough troops to keep the annual unrest reduction above 25%.
How is the police strength from GU calculated?
 

Offline Golem666 (OP)

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Re: Colony Protectin
« Reply #5 on: January 12, 2021, 11:31:48 AM »
Quote from: TheTalkingMeowth link=topic=12303. msg146429#msg146429 date=1610472165
Quote from: Golem666 link=topic=12303. msg146427#msg146427 date=1610472010
Quote from: tobijon link=topic=12303.  msg146426#msg146426 date=1610470587
the protection value of a ship is only determined by the amount and size of weapons, they dont need to be fully functioning warships, so you can save resources by just designing a ship with weapons and little else.   You can also use ground troops to suppress the rebellion without needing to worry about things like ship maintenance, thats how I do it.   All you need for that is enough troops to keep the annual unrest reduction above 25%. 
Yeah I know about that first thing, I just can't justify in my head to spend minerals on something that will be barely useful, but I guess I'll have to do something like that

Box launcher missile platforms with no ammo are really cheap and will be useful if you ever get around to sticking missiles on them. .

You can even make small fighter size ones.
Oh god, why haven't I thought about it before? I already use small missile gondolas offensively, just a small modification should make them ideal.  Thanks you so much
 

Online tobijon

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Re: Colony Protectin
« Reply #6 on: January 12, 2021, 01:43:11 PM »
Quote from: tobijon link=topic=12303. msg146426#msg146426 date=1610470587
the protection value of a ship is only determined by the amount and size of weapons, they dont need to be fully functioning warships, so you can save resources by just designing a ship with weapons and little else.  You can also use ground troops to suppress the rebellion without needing to worry about things like ship maintenance, thats how I do it.  All you need for that is enough troops to keep the annual unrest reduction above 25%.
How is the police strength from GU calculated?

Not sure, but I design 5000 ton units which individually are easily enough for beginning colonies, adding a second one will support colonies of up to 100m people. Just design a functional defense force, it will be fine.
 

Offline TheTalkingMeowth

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Re: Colony Protectin
« Reply #7 on: January 12, 2021, 01:45:27 PM »
Quote from: tobijon link=topic=12303. msg146426#msg146426 date=1610470587
the protection value of a ship is only determined by the amount and size of weapons, they dont need to be fully functioning warships, so you can save resources by just designing a ship with weapons and little else.  You can also use ground troops to suppress the rebellion without needing to worry about things like ship maintenance, thats how I do it.  All you need for that is enough troops to keep the annual unrest reduction above 25%.
How is the police strength from GU calculated?

sqrt(unit size)*number of units, then scale factor.

So large numbers of small units are better than equivalent tonnage of big units.

Details:
http://aurora2.pentarch.org/index.php?topic=11593.msg136342#msg136342

Anytime you have a "how does this mechanic work, exactly" question, check out the wonderful compilation thread:
http://aurora2.pentarch.org/index.php?topic=10666.0

which has an alphabetized table of contents linking to Steve's rules posts.
 
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Offline Rich.h

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Re: Colony Protectin
« Reply #8 on: January 13, 2021, 08:33:43 AM »
If you are really stuck to a point where things are getting bad faster than you can fix them, you have another option. On the race screen for your civilization there is a militancy statistic, this represents how much forces your population likes to see around. At 100 you are looking at the default rate, then you can adjust this as a %, so if you ever wanted to play a totally pacafist species that does not believe in war you can use SM and alter the figure. Just remember to hit save species after.
 

Offline Golem666 (OP)

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Re: Colony Protectin
« Reply #9 on: January 14, 2021, 09:58:27 AM »
If you are really stuck to a point where things are getting bad faster than you can fix them, you have another option. On the race screen for your civilization there is a militancy statistic, this represents how much forces your population likes to see around. At 100 you are looking at the default rate, then you can adjust this as a %, so if you ever wanted to play a totally pacafist species that does not believe in war you can use SM and alter the figure. Just remember to hit save species after.
Well I solved it by using another SM tool, I "humanly departed" around 90% of pops from that troublesome colony
 

Offline brondi00

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Re: Colony Protectin
« Reply #10 on: January 14, 2021, 12:00:40 PM »
If you are going to SM mode you can do what I sometimes do.  Use SM do design a really cheap infantry with no frills and light personal weapons and a cheap infantry hq of whatever size you want.  (I don't put anything else in it at all).  Then instant research them and go to the colony, into the GU build screen and instant build one or two of them.

I personally RP this as a local police force that, while not effective at war (no supplies and no support and poor armor penetration) it does provide a quick way to police the pop without having to import police/garrison from the homeworld (which always seemed kind of weird since they aren't a foreign pop why should I need real soldiers to police them wouldn't they provide their own police force).

Now I don't do this if I'm RP'ing a more totalitarian police state.  But a more peaceful republic or democracy is be inclined to do the above. 
 

Offline kingflute

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Re: Colony Protectin
« Reply #11 on: January 15, 2021, 10:35:22 AM »
Quote from: brondi00 link=topic=12303. msg146581#msg146581 date=1610647240
If you are going to SM mode you can do what I sometimes do.   Use SM do design a really cheap infantry with no frills and light personal weapons and a cheap infantry hq of whatever size you want.   (I don't put anything else in it at all).   Then instant research them and go to the colony, into the GU build screen and instant build one or two of them.

I personally RP this as a local police force that, while not effective at war (no supplies and no support and poor armor penetration) it does provide a quick way to police the pop without having to import police/garrison from the homeworld (which always seemed kind of weird since they aren't a foreign pop why should I need real soldiers to police them wouldn't they provide their own police force).

Now I don't do this if I'm RP'ing a more totalitarian police state.   But a more peaceful republic or democracy is be inclined to do the above. 
I found that this is also a good way of representing a local millita, raised and trained locally for the defence of their home planet only.
 

 

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