Quick Suggestions

A small thing. When I refit a ship, fighter/ship name is not updating in Naval Organization, in the left column, when you scroll single element in fleet. For instance, in the picture, you can see the fighter refitted is R-Wing II class, but still showing R-Wing in fleet, in the left column. I’m not sure if this is working as intended, maybe it makes sense :slight_smile: . But I would prefer the name change, so I can see what is refitted and what not, and which version of the class is there in one sight

Same if I rename a ship class, then the name dosn’t change in the fleet info. Not sure if is intended to work like this

SJW: Working as intended. Changing a ship’s class does not change its name. However, you can force a mass name change for all refitted ships in the Class Design window.

Ship conservation.

The goal is simple - to reduce the consumption of MSP on unused ships.

Conservated ships do not consume MSP (or consume x0.1) for maintenance and cannot follow orders.

During conservation, everything is unloaded from the ship - fuel, MSP, crew. Ship Maint is set to 2.0 if lower. Thus, it will take some time to return the ship to a combat-ready state - you can urgently activate several ships in a couple of hours to defend the colony, but they will not be very suitable for a long war.

And another serious limitation is Crew Grade and Training. They will decrease to Race Training Level and 0%. This will definitely not allow you to build 5,000 dreadnoughts and immediately send them to war. :slightly_smiling_face:

There are regular posts about ‘mothballing’ ships, but in many years we haven’t managed to find a solution that works. Maintenance is a huge part of the game, so there are too many advantages to effectively turning it off, but not enough disadvantages involved. If you want to propose detailed mechanics, so I can crunch the numbers, please create a separate post as it is a fairly popular topic.

To define a unit of minerals as one ton of shipping is intuitive (especially to new players), numerically ties together two of the most important systems in the game, seems to suggest an interior logic to two arbitrarily defined units, and, maybe most importantly, 25k minerals per standard hold is a much rounder number than 12.5k minerals, much easier for mental math and eyeballing how much shipping will be needed.

Mineral units and tons of shipping are so similarly granular, fundamental, and arbitrary that it seems like they should be equivalent. You also have a lot of runway to redefine them - doubling one or halving the other would not significicantly impact their high degree of granularity.

When I first began to play Aurora, I assumed that they had to be equivalent. Because the size of a mineral unit is completely arbitrary, it can be pegged to anything, and the most obvious thing to peg it to would be one ton of shipping. When I discovered that my mineral freighter, which I expected to carry and deliver 25,000 minerals, was carrying and delivering 12,500, it seemed so wrong to me that I thought I had to have made a mistake, and it took research on the wiki and discord to figure out that one mineral took two tons of shipping.

Thanks for your consideration

The most important consideration is game balance, rather than round numbers. It’s been 12,500 minerals per cargo hold for a very long time. How would the game improve by allowing freighters to carry twice as many minerals - as opposed to twice as any factories or mines, which are also an arbitrary size? How would that change logistics, freighter availability, fuel use, etc.?

Changing balance to allow players to add up in units of 25 rather than 12.5 isn’t a good enough reason to change something that has been in the game for 20 years, without considering the wider impact.

I think I suggested this before in the previous forum, but I’m not totally sure - species-wide Ideal Hydrographic Extent and Breathable Gas selections would go a long way in diversifying what sorts of planets are valuable to different sorts of species, even if these fields are only available to player-designed races. Changing the BreatheID column of the FCT_Species entries in the database already works and seems to function correctly, but I keep running into things like being unable to design true Venusian species because of hydrographic extent requirements, or being unable to represent aquatic species that don’t get maluses from extreme waterworlds.

Yes, I agree that adding more unusual environmental conditions would add a lot of variety to the game. It’s not likely to be added to v2.8 due to the amount of effort involved in different aspects of the game - particularly AI, but I will look at it for the next version. Feel free to remind me post v2.8 :slight_smile:

3 Likes

Would it be possible to get Detach Parasites command for Movement Orders? I am using carrier to deliver FACs to protect my frontier colonies so I could order it to drop them and return back home with one string of movement orders.

Another movement order I would like to see is simply Unload All. Which would be combination of all unload orders (installations, Minerals, Colonists).

5 Likes

I would love to be able to execute or at least imprison officers who are politically unreliable. I know this contradicts my reluctance to become hard-core authoritarian by building generic forced labor or slave camps, but there you go.

In my current game I’m doing a bit of RP by assigning officers and governors based on political reliability, so I’m keeping a keen eye on people who might not be reliable.

SJW: You can already manually retire officers, then decide whether you want them gone permanently (executed) or retained in retirement (imprisoned) with the option to restore.

I believe whether a planet is tidally locked or not is only shown in the system screen. I think it would really help to have that on either the summary or environment tabs as well, since it affects colony cost and population capacity. Probably something like “Tidal lock to star: Yes/No” since moons can be tidally locked to their planets but that doesn’t affect anything.

If you wanted to be really complicated, you could have a summary of what tidal lock and hydro extent is doing to the population cap, e.g. “Hydro effect on capacity: -99%”

Added Yes/No for Tidal Lock to the Environment tab for Planets

2 Likes

What do you think about the development of jammers like we have for sensors, and of anti-radiation milssiles?
We could build ECM/ECCM platforms (ships and fighters) similar to EA-6B and EF-111 planes in real life.

SJW: EM-homing missiles already exist. What you really need is microwave warheads.

I try to avoid anything area-based, so an EA-6B equivalent would require breaking that principle. How do you propose it would function (in a way that wouldn’t make other EW obsolete)?

I was thinking of a system able to generate some jamming effects at the cost of minerals/resources, and suitable to be installed on fighters or large ships, like we do for sensors. I.e., an area-based system, as you call it.

About area-based…

Gas Clouds.

A several circles in the system (or a huge one if it’s an empty system), where the ships receives an ECM +1 bonus and an ECCM -1 penalty.

So, if two ships with ECM/ECCM 2/2 are fighting:

  • If one of the ships is inside the cloud, ECM/ECCM is 2/2 and 3/1, there is a 25% hit and AS range penalty for both;
  • If both ships are inside the cloud, it’s 3/1 for both - a 43.75% penalty.

This will probably be easy to use against NPR and Spoilers, but it adds a little extra tactical variety to the battles and it’s fun.

SJW: I had a system like that in very early Aurora, called Ion Storms. I removed it because the AI would struggle to fit that concept into already complex decisions.

What I mean by area based is something that affects many ships at the same time. For example, a missile warhead only hits one ship, not every ship within a certain radius. (this is to avoid all the extra micromanagement that would immediately follow as players ask for mechanics to automatically spread out their fleets)

If a jammer benefits every ship within a radius, those ships don’t need jammers of their own, so they can spend that tonnage on something else. So if your fleet is twenty ships, area-effect missile and direct fire jammers save that fleet 6000 tons of jammers and associated cost. They also make small craft more effective because they can’t normally mount those systems. The same could apply to missiles. Or planets.

So if we introduce a system that can do all that, how do we balance it so it doesn’t become an automatic choice and how do balance all the other knock-on effects? I can’t answer that question effectively, which is why there are no area-based systems.

As a safety measure, the “Stabilize JP” standing order should probably not stabilize jump points that are:

  • unexplored
  • set as military restricted
  • link to systems set to military restricted
  • link to systems set to block fleet movement auto route
2 Likes

Let Mass drivers shoot their packets at any planet. If they have a mass driver the usual happens, if it dosent some damage to the planet applies, like laser/missile fire ruining the environment, losing pop and facilities. Could be used as a costly weapon(run on minerals), or a nice way to fail magnificently by destroying the earth cause you took all its receiving mass drivers..:slight_smile: (hopefully I’m jk on this one).

Seen an earlier post about food and had a thought on how it might be kept simple (I think), while still adding something meaningful.

Instead of making food a tangible resource the player has to manage directly, it could work more like wealth. Colonies generate a local food stockpile via a base + installations, population consumes it, and any surplus feeds into an abstract civilian shipping trade goods pool. Each colony then uses its available food level in unrest and population growth calcs.

Where this might add something is in the decisions it creates.

Local production would be the safer option, but less efficient. It requires more installations (which have to be built or transported) and performs worse on higher colony cost worlds, so pushing colonies toward self-sufficiency comes at a cost, especially on high CC planets.

Centralised production would be more efficient with a stacking bonus, focusing food production on a smaller number of core worlds and relying on civilian shipping to distribute it. That creates a situation where a highly efficient, centralised setup in peacetime becomes more vulnerable in wartime if those routes are disrupted, and means shipping lanes may need protection. Loss of food stocks would impact population and unrest.

This should naturally lead to a mix of self-sufficient and import-dependent colonies, with the player balancing resilience vs efficiency rather than following a single default optimal approach. Centralised would be easier for the player, but would open them up to trade disruptions.

For each colony it becomes a simple decision:

Do I build farms here or rely on imports?
Do I have the minerals and population to support local production, or is it easier to import and rely on protected shipping routes?
Or is this a longer-term colony that I plan to make self-sufficient later?

Because this uses the existing civilian shipping system, it wouldn’t add direct micromanagement save for building the farms mostly just new strategic decisions.

It might also lead to profitable routes for the civs. I know there was a change to how they decide which trade routes to take but can’t remember it now, but maybe this could factor into that.

One open question would be how to handle overproduction—whether excess simply remains unused, or gradually decays at high stock levels to avoid unnecessary civilian traffic or as another player dicision to try maintain balance in supply/demand.

Also, if it adds complexity for players who don’t want it, it could just be optional at game start. I think removing the link between food and pop growth/unrest is all it would take to disable it.

No Lifepods option.

Adding the No Lifepods checkbox to the Class Design window will allow ships to be interpreted as autonomous drones, as well as avoid the crew being captured.

Super quick suggestion: it would be great to have an order like “unload specific ordnance to colony,” allowing players to choose which missile types to unload.

I use dedicated missile supply ships for my colonies, but currently the “unload ordnance to colony” order seems to unload missiles in a random order. As a result, you have to unload everything first and then reload the specific ordnance you don’t want on the colony.

1 Like

Can the lists of components in the third tab of the ship design window be made to be sortable by name too, alongside amount/size/cost/etc?

And perhaps it could be filtered to only show components of the one type by selecting a type in the summary?

Quick Suggestion
For the Commanders rank/person tree, I would like either
a) sort options for the Naval / Ground commanders
or
b) a default sort applied within ranks that for the naval / ground commanders… that is more clear? I think maybe its sorting by commander ID, because it certainly doesn’t seem to be age, promotion score, job, alphabetic, homeworld, or ratings.

Sometimes I’d like to check up on a commander, and with a large enough academy network, there are a lot to sort through with very unclear ways to actually find them quickly, even if there are known elements.

This is less important imo for Scientists and Administrators, because there are fewer in number and less reasons (for me anyway) to poke through them.

Within the tree, commanders are sorted in order of promotion, i.e., the most recently promoted commander to that rank is at the bottom of the list. At the start of the game, this means the commanders at all ranks above the lowest are sorted by promotion score, and commanders at the lowest rank are sorted effectively randomly.

I agree that an alphabetical sort would make it much easier to find specific commanders, though.

2 Likes