Author Topic: colony rebells  (Read 1022 times)

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Offline watchers78 (OP)

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colony rebells
« 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
 

Offline Droll

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Re: colony rebells
« Reply #1 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.
 

Offline Unclemestor

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Re: colony rebells
« Reply #2 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.

 

Offline gpt3

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Re: colony rebells
« Reply #3 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.
 
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Offline Droll

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Re: colony rebells
« Reply #4 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
 
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Offline paolot

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Re: colony rebells
« Reply #5 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.
 

Offline Andrew

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Re: colony rebells
« Reply #6 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
 
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Offline watchers78 (OP)

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Re: colony rebells
« Reply #7 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.