Aurora v1.12.0 Patch Notes - October 11th 2020

Occupation Strength and Police Modifiers

*As a result of my current campaign, I’ve found two problems in the occupation and police code.

The first is that the Resistance Modifier of a population used for occupation or reducing unrest should be (Determination + Militancy + Xenophobia) / 300, but was actually Determination + Militancy + (Xenophobia / 300). Assuming all stats were 50, that meant the result would be 100.6 rather than the correct 0.5, creating a resistance modifier 200x higher than intended.

The second bug is that the occupation strength of ground units was far higher than intended. A ground element should have occupation strength of SQRT(Size) * Units * (Morale/100) * 0.01. However, I forgot the 0.01, so the actual occupation strength was 100x higher than intended. So the occupation strength bug countered half the effect of the resistance bug* :slight_smile:

For v1.12.0 the following formulae are used for occupation and police:

Occupation

  • Required Occupation Strength = ((Determination + Militancy + Xenophobia) / 300) * Population Amount * Political Status Occupation Modifier.

  • Political Status Occupation Modifier = Slave Colony 1.5, Conquered 1.0, Occupied 0.75, Subjugated 0.25, All Others 0

  • Actual Occupation Strength is the sum of the individual element occupations strengths.

  • Element Occupation Strength = (SQRT(Size) * Units * Morale) / 10000

Reduction in Unrest

  • Police Strength = Actual Occupation Strength - Required Occupation Strength

  • Effective Population Size = ((Determination + Militancy + Xenophobia) / 300) * Population Amount

  • Police Modifier = Police Strength / Effective Population Size

  • Unrest points are reduced by 100 * Police Modifier per year