Posted 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.
... ...
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.
To expand on Droll's post -- you will want to ensure you either haveThe 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.
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 atoppressmaking your colonists feel safe. But again, tradeoffs, because you may not want short-range space shotguns taking on alien missile fleets.
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
Features
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
- 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.
To expand on Droll's post -- you will want to ensure you either haveThe 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.
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 atoppressmaking your colonists feel safe. But again, tradeoffs, because you may not want short-range space shotguns taking on alien missile fleets.
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
FeaturesI 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