The Concern:
As it stands, I have never once I had to worry about running out of crew for my vessels. The basic 2 Military Academy start pumps out a minimum of three thousand crew members a year when set to its highest quality and there is nowhere that I have found to see my available crew pool. As I understand it, when a ship is set to Conscript, it doesn’t pull from the trained crew pool at all and all other ships pull from said pool until it is empty and then fill the rest of the bunks with conscripted crew.
Daylighting the Mechanic:
On the strategic side, a clear understanding of how large the trained crew pool(s) is combined with the option to deactivate automatic conscription would be excellent. On the operational side a tab per ship (maybe next to Damage Control?) that shows the current effects of the crew level and training in terms of time to take certain actions would go a long way towards increasing the player’s understanding (and provide a host of modifiers a place to live in the DB) Say, for example, that it takes a Grade 5% crew 24 hours to operate the cargo shuttles to get troops to the surface, (all fake numbers here) and with training it took a Grade 50% crew 8 hours to do so. Or a Grade 10% crew takes 1 minute to find and fix a target within fire control while a Grade 80% can do so in 15 seconds. Being able to see the difference makes the difference.
Depth 1: Modern Mothballing
I know that the concept of mothballing has been discussed before (most recently here). It often centers around maintenance requirements and MSP usage. All of which is mechanically interesting but also does have an existing workaround via SM. In the 21st century a lot of navies are dealing with recruitment issues and expenses related to maintaining larger crewed vessels. This article in fact explicitly cites the size of the crew complement as a primary reason to mothball a vessel. From the same source, a strong comparison to Aurora arrives. It doesn’t make much sense for your navy to maintain an active complement of drop bay transports during a long period of peace. However, should an event occur (either RP based like independence on a distant world or a new NPR/spoiler) you’ll want access to those drop bay transports much sooner than it’d take to build them in a commercial shipyard. Likewise, a main battle fleet eats up a ton of crew that would see more action while assigned to patrol fleets if you aren’t actively at war. If you are playing as basically any empire that is more than a military with a state attached to it (à la Voltaire on Prussia), justifying keeping those large vessels fully crewed is an odd decision.
Depth 2: Unmanned Vessels
With the rise of unmanned systems within modern warfare in the terrestrial sphere it seems reasonable certain types of empires would seek to solve their crew issues in a similar manner. A maximum tonnage for unmanned vessels tech would also be good for crew conscious empires.
| Remotely Controlled Tonnage | RP Cost |
|---|---|
| 75t | 4,000 RP |
| 150t | 8,000 RP |
| 300t | 15,000 RP |
| 500t | 30,000 RP |
| 750t | 50,000 RP |
| 1,000t | 125,000 RP |
| 2,500t | 250,000 RP |
| 5,000t | 500,000 RP |
Here, a checkbox like Conscript in the Ship Designer is envisioned which removes all crew quarters as long as the vessel is below a certain tonnage as dictated by the current tech level.
Alternatively, it could be handled through component design sort of like a ship’s computer.
Depth 3: Control Systems
One of my favorite ship design considerations comes from MegaTraveller in which rules exist for the amount of space needed within the ship to actually control it! Everything from “Basic Mechanical” at WW1 level technology to “Holographic Linked Computer Panels.” In that system you can put ships together on paper where should you lack the modern enough control panel, the size of the control panel is larger than the vessel. Imagine a mechanical Jump calculating computer! Having a tech tree parallel to (or instead of) the HS reduction by crew that reduces the amount of crew required based on a component level bridge design would be another way to add both mechanical depth as well as role playing potential to Aurora. Implications for control system requirements and boarding are interesting but beyond the scope here.
Concluding Thoughts
The access that admirals and governments have had to trained crew has been a strategic concern for centuries. Aurora does model this concern with its Military Academies producing a limited size pool of Junior Officers and Enlisted Spacemen. However, the impact of exceeding the size of the crew pool is currently an unusually silent mechanic out of the view of the player.
I also recognize that the options I have provided above to add further strategic depth to this mechanic can be easily sidelined by certain playstyles and types of empires. I am sure that a globally united militaristic empire would happily turn to conscription without blinking an eye to ensure that the ships are filled.

