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Ground forces
Ground troops can be dropped on enemy colonies and take them over. They also provide a reduction in unrest (by, we must assume, shooting dissenters). In addition, Engineer brigades allow you to exploit Alien Ruins, provide industrial capacity and can assemble PDC elements.
All ground units are built at a Ground Force Training Facility. They require some minerals, but no supply. They cost a modest amount of wealth for upkeep.
Organisation
Up to four ground unit battalions can be organized in a brigade, and up to four brigades in a division. Similar to Naval Organisation and civilian Sector Commands, higher echelon HQs radiate so much wisdom that their subordinate units get a bonus of one quarter of the HQ commanders' skills. This affects ground combat and training. It is possible (but untested) that the commanding officer in a brigade or division HQ should have a higher rank than his subordinates to be effective.
Division HQ - Brigade HQ - Battalion - Battalion - Battalion - Battalion - Brigade HQ - Battalion - Battalion - Battalion - Battalion - Brigade HQ ... - Brigade HQ ...
Note that an Engineer Brigade is five times larger than a battalion, but can be subordinated to a Brigade HQ like a battalion.
Combat
- see ground combat.
Summary.
Stats for Ground Units
- Type, The type of unit. Different types, AST, BHQ, DHQ, ENG, GAR, HVA, LTA, LTI, MAR, MRC, INF, REP, ICD, ACD,, and more. Base attack and def stats are determined by the type, and Racial Ground Combat Strength (RGCS). Morale is based on the experience and training of the unit.
- Atk, Attack
- Def, Defense
- Read., Readiness
- Morale, Morale
- GCB, Ground Combat Bonus, given by commanding officers
To train different ground units, they need to be placed under the command of a headquarter. Training will then start and morale will increase, if the HQ has a suitable leader assigned.
Ground Unit Types (6.00)
Unit Name | Type | Atk | Def | Size | TP | |
---|---|---|---|---|---|---|
Assault Infantry Battalion | AST | 100% | 50% | 5 | 100 | |
Brigade Headquarters | BHQ | 0% | 20% | 5 | 150 | † |
Divisional Headquarters | DHQ | 0% | 30% | 5 | 250 | † |
Construction Brigade | CB | 0% | 50% | 25 | 150 | †† |
Combat Engineer Battalion | CEB | 100% | 100% | 5 | 180 | ††† |
Garrision Battalion | GAR | 0% | 100% | 5 | 60 | |
Heavy Assault Battalion | HVA | 120% | 120% | 5 | 180 | |
Low Tech Armor Division | LTA | 30% | 30% | 50 | 90 | * |
Low Tech Infantry Division | LIT | 12.5% | 25% | 50 | 50 | * |
Infantry Cadre | ICD | 1% | 1% | 5 | ** | |
Armor Cadre | ACD | 1% | 1% | 5 | ** | |
Marine Battalion | MAR | 100% | 100% | 5 | 180 | ‡ |
Marine Company | MRC | 20% | 20% | 1 | 36 | ‡ |
Mobile Infantry Battalion | INF | 50% | 100% | 5 | 100 | |
Replacement Battalion | REP | 0% | 5% | 5 | 40 | ‡‡ |
†: Brigade Headquarters may command up to four battalions forming a brigade. A Divisional Headquarters may command up to four brigades at a time.
††: Construction Brigades act as a construction factory while on a planet. They are also required to recover abandoned faculties from alien ruins. Construction Brigades are five times bigger than battalions and cannot be split up.
†††: Combat Engineer Battalions fight at double strength when attacking or defending a PDC.
‡: Marines fight at double their listed strength when performing boarding actions against ships and PDCs.
*: Low Tech Infantry and Armor Divisions maybe be converted into Infantry and Armor Cadres respectively.
**: Infantry and Armor Cadres may be used to reduce the cost of training a new unit. Infantry Cadres reduce the price by 40 and Armor by 60.
‡‡: Replacement Battalions will help wounded ground units on the same planet recover to full strength at a cost to their own health.
See also: Ground Forces: Transportation, New units, Boarding Combat
How To Transport
Bring a ship over to a planet or another ship with troop transport bays. Select the ship you want to load from and select Load GU into Troop Transport. You select the Ground units you want to add from the selection box that fits into the screen one by one.
Note that for transport bays, the same rules for loading and unloading apply as for cargo holds, i.e. without a spaceport or cargo handling system, it might take your brigade two weeks to disembark on a hostile planet. That might do if the planet is not defended, but you'd better research combat drop technology if it is.