http://aurorawiki.pentarch.org/api.php?action=feedcontributions&user=Welchbloke&feedformat=atomAuroraWiki - User contributions [en]2024-03-28T20:44:50ZUser contributionsMediaWiki 1.35.0http://aurorawiki.pentarch.org/index.php?title=Trade_System_(v4.x)&diff=356Trade System (v4.x)2009-09-04T02:07:13Z<p>Welchbloke: </p>
<hr />
<div>==Trade System (V4.x)==<br />
===Important Basic points===<br />
:Every civilian vessel in v4.x will be owned by a Shipping Line. <br />
:Each Empire will have one or more Shipping Lines that carry out colonization and trade. <br />
:Each Shipping Line will be generated and controlled by the program and new Shipping Lines may appear as the game progresses<br />
<br />
===Trade Goods===<br />
<br />
There are seventeen different Civilian Trade Goods. <br />
Each planet of more than one million pop will both supply and demand eight basic goods. <br />
When it reaches reach ten million pop, six luxury goods will be added as well as three illegal goods. <br />
[[File:Trade.gif|frame]]<br />
'''Basic Goods'''<br />
:Consumer Electronics<br />
:Civilian Transport<br />
:Textiles<br />
:Chemicals<br />
:Machinery<br />
:Civilian Infrastructure<br />
:Pharmaceuticals<br />
:Plastics<br />
:Construction Materials<br />
<br />
'''Luxury Goods'''<br />
:Precious Metals,<br />
:Spices<br />
:Luxury Foods<br />
:Wines<br />
:Furs<br />
:Entertainment Products<br />
:Alien Items - The demand for these is handled like any normal trade good but they are only produced by colonies with ancient ruins. The amount produced is equal to the level of the ruins (1-10) multiplied by the pop in millions.<br />
<br />
'''Illegal Goods'''<br />
:Weapons<br />
:Slaves<br />
:Recreational Drugs<br />
<br />
===Supply and Demand===<br />
<br />
The basic demand for each good will be the size of the population. Some populations will produce more than they need of each good and some will produce less. Pops will tend to specialise so they will produce anything from 0-100% of about three-quarters of the goods and produce anything up to 400% of the others. This will vary from pop to pop and some will be net importers overall, as well as for individual goods, and some will be net exporters. This has nothing to do with trans-newtonian minerals, which are mainly for military applications, so some pops with little TN mineral resources could actually be major exporters of civilian goods. Given an equal spread of probability there will be about the same amount of supply and demand across the galaxy, although within a sample of a few pops there may be considerable excesses and shortages. <br />
<br />
Civilian freighters will look for opportunities to move different types of goods from planets with a surplus of a particular trade good to those with a shortage. When the freighter arrives, it will generate wealth for the shipping line and wealth for the parent government in the form of tax on both the shipping company and on the original (invisible) company that produced the goods. With a trade treaty in place, goods can be shipped between pops of different races, which will create more opportunities for trade. A trade treaty will also allow foreign shipping lines to move goods within your own Empire or between your Empire and another. In this case the foreign government will get the tax revenue from the shipping company. <br />
<br />
===Final Considerations===<br />
<br />
All of the above will take place automatically. You will see the shipping traffic but you won't have to get involved apart from possibly building jump gates to facilitate the trade and protecting the common trade routes from pirates and raiders. Trade routes in this context are not planned in the v4.x sense. They will naturally be formed by civilian traffic as it identifies trading opportunities. <br />
<br />
The existing Trade Point Creation tech line will be replaced with some type of Increased Civilian Trade tech line. This will boost both the demand and production of trade goods. So with a twenty percent increase, pops will demand goods equal to 120% of the population and all trade good production will increase by 20%. This will increase the amount of trading opportunities and generate more revenue for the shipping companies and the government.<br />
<br />
As Shipping Lines make money, they will keep some for their owners and shareholders and spend the rest on building new civilian ships. Therefore all new civilian shipping will be paid for by the wealth generated by the existing civilian shipping (plus one or two by the Shipping Lines' startup capital). I will add a window where you can monitor the holdings and profit of shipping lines within your Empire if you wish to. This is not something you need to monitor but some players will be interested to have that information.<br />
<br />
===Civilian Infrastructure===<br />
<br />
The infrastructure produced by civilians is now a trade good, like Machinery or Spices. Every colony produces infrastructure equal to double the population in millions every year. So a 500 million pop will produce 1000 infrastructure per year. Note that until deployed on a planet, when it becomes normal infrastructure as if produced by construction factories, this is tracked as a trade good. The demand for infrastructure is based on the infrastructure required for the existing population multiplied by 1.25, with a minimum of 100. This should give sufficient room for growth and, as the population grows, the demand figure will increase. A new demand figure is calculated after pop growth during the 5-day increment and also after colonists arrive on the planet. Colonies with zero colony cost, or which are unsuitable, have no demand for infrastructure. <br />
<br />
A colony will update its stock of the infrastructure trade good during the 5-day increment based on its production rate. If that colony has a demand for infrastructure then the newly produced trade good will be immediately converted into regular infrastructure without any need for transport. This means that new populations will have a limited ability to expand their living space, although bear in a mind a pop of ten million will only produce 20 infrastructure per year. If no infrastructure is needed on the planet, or there is already a sufficient amount, the new infrastructure trade good will be available to be exported for planets with a demand for infrastructure. This will work just as any other trade good, except that on arrival it will be added to the infrastructure for that population, which will in turn reduce the demand for the infrastructure trade good.<br />
<br />
===Detailed Mechanics===<br />
The existing convoy system and the concept of Trade Routes have been removed. The spaceports that were used to generate the trade points for the convoys have been replaced with a Commercial Spaceport, which is 1200 BP instead of 4800. The only function of this facility is to speed up loading and unloading. Additional levels speed it up further. The actual modifier is the normal loading time divided by (spaceport level +1). So a planet with a level 2 Commercial Spaceport will be able to load cargo three times as fast as a colony with no spaceport.<br />
<br />
The cargo sizes and the actual income rates for the trades have been setup. Each Trade Good requires 2500 cargo points, or half a cargo hold. Thus a regular freighter with five cargo holds can carry ten trade goods. This matches the size of infrastructure, which makes things easier. Every time a freighter picks up trade goods, the parent government receives 0.5 wealth per Trade Good in tax from the planet-based manufacturer, or 5 wealth for an average consignment. When the freighter arrives, the parent government receives 0.5 wealth per Trade Good in tax on the profit of the Shipping Line. The reason this is split is because while a trade conducted entirely within an Empire will yield 1 wealth per trade good, the goods might be carried by a foreign-flagged vessel, in which case you only get the export taxes, or it might be a consignment carried by one of your shipping lines from one foreign pop to another, in which case you only get the shipping taxes. Shipping from your Empire to another will provide export taxes but imports from a foreign power will yield nothing, unless they are carried in a freighter owned by a Shipping Line of your race, in which case you get the shipping taxes. This is worked out automatically and you see the different tax types in the Empire income breakdown. This is all up and working already.<br />
<br />
The Shipping Line itself receives 2 wealth for each successfully delivered trade good (20 for a normal run), regardless of the nationality of the start and destination pops. The shipping line will use this income to eventually buy additional ships. A new shipping Line window has been added that allows you to see the Shipping Lines, along with the number of ships they own, their total tonnage, their income over the last twelve months, their current wealth and their total assets. A list of their ships is provided, along with tonnage, current location, destination and cargo. Also, a list of recent deliveries is shown to demonstrate where they are operating.<br />
<br />
The Wealth Rate and Trading Rate tech lines have both been replaced with a tech named "Expand Civilian Economy by 20%". Researching this tech will increase the income of all populations by twenty percent and will increase the production and demand of all trade goods within your Empire by twenty percent. This is also the first example of what I am calling Replicating Techs. When you research this for the first time (at a cost of 2500 RP), the program creates a race-specific version of the tech. Every time you research it, the tech remains the same but the research cost doubles. This means only one line per race on the tech system tables for this tech and it also means that a situation can be created where different races pay different amounts for the same level of per capita income, which should finally solve what I have come to think of as the "China Problem"<br />
The "China Problem" is that China has a population five times greater than the United States but a much lower per-capita income. This is hard to simulate in Aurora because income is based directly on population so, all things being equal, two equal size pops will generate the same income. I have tried to fudge this by adding lower and expensive tech levels for wealth to give a China-type power some hurdles to overcome before catching up. However, once it gets on the bottom rung of the 'normal' wealth tech line, it can catch up fairly quickly. Besides, this is obviously a fudge and the realism aspect is hard to accept, especially when it suddenly becomes cheaper to increase wealth at 20 per million pop.<br />
<br />
The new Replicating Tech allows a much neater approach. When a race is manually generated you are informed that a regular TN race will receive 100% of normal income and you are asked if you want to modify this percentage. Lets assume you do and you decided to give China 15% of normal income. Normal Income is 20 wealth per million pop so China will start with 3 wealth per million pop. However, as the tech system is now entirely percentage based and specific to each race, it doesn't matter what the starting point is. It will cost the US 2500 RP to move from 20 wealth to 24 wealth and 5000 RP to move to 28.8 wealth. It will cost China 2500 RP to move from 3 wealth to 3.6 wealth and 5000 RP to move to 4.32 wealth, etc. Now it could be argued that China will improve its economy to be more efficient and this low start will penalise them. However, the US could also improve its economy and stay ahead. All this is doing is reflecting the start point for both nations. When I finally get around to sorting out real government modifiers, this will also be very useful in simulating the econmic starting point for different government types.<br />
<br />
The per capita income figure shown on the Trade tab of the Pop window will now have real relevance and will be the wealth per million figure.<br />
<br />
Both demand and trade production are boosted by the Wealth bonus of the planetary governor - although now it's called the Economics Bonus. Given the potential wealth generating capability of colonies without any minerals, this bonus will be more useful than in the past. The per capita income is shown for the race as a whole (which is the original wealth rate modified any Economics Expansion tech) and a per capita income is shown for the population, which show the same figure boosted by any governor bonuses (including sector governors).</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=File:Shipping.gif&diff=355File:Shipping.gif2009-09-04T01:54:01Z<p>Welchbloke: Screenshot of shipping lines</p>
<hr />
<div>Screenshot of shipping lines</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Trade_System_(v4.x)&diff=354Trade System (v4.x)2009-09-04T01:53:21Z<p>Welchbloke: </p>
<hr />
<div>==Trade System (V4.x)==<br />
===Important Basic points===<br />
[[File:shipping.gif|frame]]<br />
:Every civilian vessel in v4.x will be owned by a Shipping Line. <br />
:Each Empire will have one or more Shipping Lines that carry out colonization and trade. <br />
:Each Shipping Line will be generated and controlled by the program and new Shipping Lines may appear as the game progresses<br />
<br />
===Trade Goods===<br />
<br />
There are seventeen different Civilian Trade Goods. <br />
Each planet of more than one million pop will both supply and demand eight basic goods. <br />
When it reaches reach ten million pop, six luxury goods will be added as well as three illegal goods. <br />
[[File:Trade.gif|frame]]<br />
'''Basic Goods'''<br />
:Consumer Electronics<br />
:Civilian Transport<br />
:Textiles<br />
:Chemicals<br />
:Machinery<br />
:Civilian Infrastructure<br />
:Pharmaceuticals<br />
:Plastics<br />
:Construction Materials<br />
<br />
'''Luxury Goods'''<br />
:Precious Metals,<br />
:Spices<br />
:Luxury Foods<br />
:Wines<br />
:Furs<br />
:Entertainment Products<br />
:Alien Items - The demand for these is handled like any normal trade good but they are only produced by colonies with ancient ruins. The amount produced is equal to the level of the ruins (1-10) multiplied by the pop in millions.<br />
<br />
'''Illegal Goods'''<br />
:Weapons<br />
:Slaves<br />
:Recreational Drugs<br />
<br />
===Supply and Demand===<br />
<br />
The basic demand for each good will be the size of the population. Some populations will produce more than they need of each good and some will produce less. Pops will tend to specialise so they will produce anything from 0-100% of about three-quarters of the goods and produce anything up to 400% of the others. This will vary from pop to pop and some will be net importers overall, as well as for individual goods, and some will be net exporters. This has nothing to do with trans-newtonian minerals, which are mainly for military applications, so some pops with little TN mineral resources could actually be major exporters of civilian goods. Given an equal spread of probability there will be about the same amount of supply and demand across the galaxy, although within a sample of a few pops there may be considerable excesses and shortages. <br />
<br />
Civilian freighters will look for opportunities to move different types of goods from planets with a surplus of a particular trade good to those with a shortage. When the freighter arrives, it will generate wealth for the shipping line and wealth for the parent government in the form of tax on both the shipping company and on the original (invisible) company that produced the goods. With a trade treaty in place, goods can be shipped between pops of different races, which will create more opportunities for trade. A trade treaty will also allow foreign shipping lines to move goods within your own Empire or between your Empire and another. In this case the foreign government will get the tax revenue from the shipping company. <br />
<br />
===Final Considerations===<br />
<br />
All of the above will take place automatically. You will see the shipping traffic but you won't have to get involved apart from possibly building jump gates to facilitate the trade and protecting the common trade routes from pirates and raiders. Trade routes in this context are not planned in the v4.x sense. They will naturally be formed by civilian traffic as it identifies trading opportunities. <br />
<br />
The existing Trade Point Creation tech line will be replaced with some type of Increased Civilian Trade tech line. This will boost both the demand and production of trade goods. So with a twenty percent increase, pops will demand goods equal to 120% of the population and all trade good production will increase by 20%. This will increase the amount of trading opportunities and generate more revenue for the shipping companies and the government.<br />
<br />
As Shipping Lines make money, they will keep some for their owners and shareholders and spend the rest on building new civilian ships. Therefore all new civilian shipping will be paid for by the wealth generated by the existing civilian shipping (plus one or two by the Shipping Lines' startup capital). I will add a window where you can monitor the holdings and profit of shipping lines within your Empire if you wish to. This is not something you need to monitor but some players will be interested to have that information.<br />
<br />
===Civilian Infrastructure===<br />
<br />
The infrastructure produced by civilians is now a trade good, like Machinery or Spices. Every colony produces infrastructure equal to double the population in millions every year. So a 500 million pop will produce 1000 infrastructure per year. Note that until deployed on a planet, when it becomes normal infrastructure as if produced by construction factories, this is tracked as a trade good. The demand for infrastructure is based on the infrastructure required for the existing population multiplied by 1.25, with a minimum of 100. This should give sufficient room for growth and, as the population grows, the demand figure will increase. A new demand figure is calculated after pop growth during the 5-day increment and also after colonists arrive on the planet. Colonies with zero colony cost, or which are unsuitable, have no demand for infrastructure. <br />
<br />
A colony will update its stock of the infrastructure trade good during the 5-day increment based on its production rate. If that colony has a demand for infrastructure then the newly produced trade good will be immediately converted into regular infrastructure without any need for transport. This means that new populations will have a limited ability to expand their living space, although bear in a mind a pop of ten million will only produce 20 infrastructure per year. If no infrastructure is needed on the planet, or there is already a sufficient amount, the new infrastructure trade good will be available to be exported for planets with a demand for infrastructure. This will work just as any other trade good, except that on arrival it will be added to the infrastructure for that population, which will in turn reduce the demand for the infrastructure trade good.<br />
<br />
===Detailed Mechanics===<br />
The existing convoy system and the concept of Trade Routes have been removed. The spaceports that were used to generate the trade points for the convoys have been replaced with a Commercial Spaceport, which is 1200 BP instead of 4800. The only function of this facility is to speed up loading and unloading. Additional levels speed it up further. The actual modifier is the normal loading time divided by (spaceport level +1). So a planet with a level 2 Commercial Spaceport will be able to load cargo three times as fast as a colony with no spaceport.<br />
<br />
The cargo sizes and the actual income rates for the trades have been setup. Each Trade Good requires 2500 cargo points, or half a cargo hold. Thus a regular freighter with five cargo holds can carry ten trade goods. This matches the size of infrastructure, which makes things easier. Every time a freighter picks up trade goods, the parent government receives 0.5 wealth per Trade Good in tax from the planet-based manufacturer, or 5 wealth for an average consignment. When the freighter arrives, the parent government receives 0.5 wealth per Trade Good in tax on the profit of the Shipping Line. The reason this is split is because while a trade conducted entirely within an Empire will yield 1 wealth per trade good, the goods might be carried by a foreign-flagged vessel, in which case you only get the export taxes, or it might be a consignment carried by one of your shipping lines from one foreign pop to another, in which case you only get the shipping taxes. Shipping from your Empire to another will provide export taxes but imports from a foreign power will yield nothing, unless they are carried in a freighter owned by a Shipping Line of your race, in which case you get the shipping taxes. This is worked out automatically and you see the different tax types in the Empire income breakdown. This is all up and working already.<br />
<br />
The Shipping Line itself receives 2 wealth for each successfully delivered trade good (20 for a normal run), regardless of the nationality of the start and destination pops. The shipping line will use this income to eventually buy additional ships. A new shipping Line window has been added that allows you to see the Shipping Lines, along with the number of ships they own, their total tonnage, their income over the last twelve months, their current wealth and their total assets. A list of their ships is provided, along with tonnage, current location, destination and cargo. Also, a list of recent deliveries is shown to demonstrate where they are operating.<br />
<br />
The Wealth Rate and Trading Rate tech lines have both been replaced with a tech named "Expand Civilian Economy by 20%". Researching this tech will increase the income of all populations by twenty percent and will increase the production and demand of all trade goods within your Empire by twenty percent. This is also the first example of what I am calling Replicating Techs. When you research this for the first time (at a cost of 2500 RP), the program creates a race-specific version of the tech. Every time you research it, the tech remains the same but the research cost doubles. This means only one line per race on the tech system tables for this tech and it also means that a situation can be created where different races pay different amounts for the same level of per capita income, which should finally solve what I have come to think of as the "China Problem"<br />
The "China Problem" is that China has a population five times greater than the United States but a much lower per-capita income. This is hard to simulate in Aurora because income is based directly on population so, all things being equal, two equal size pops will generate the same income. I have tried to fudge this by adding lower and expensive tech levels for wealth to give a China-type power some hurdles to overcome before catching up. However, once it gets on the bottom rung of the 'normal' wealth tech line, it can catch up fairly quickly. Besides, this is obviously a fudge and the realism aspect is hard to accept, especially when it suddenly becomes cheaper to increase wealth at 20 per million pop.<br />
<br />
The new Replicating Tech allows a much neater approach. When a race is manually generated you are informed that a regular TN race will receive 100% of normal income and you are asked if you want to modify this percentage. Lets assume you do and you decided to give China 15% of normal income. Normal Income is 20 wealth per million pop so China will start with 3 wealth per million pop. However, as the tech system is now entirely percentage based and specific to each race, it doesn't matter what the starting point is. It will cost the US 2500 RP to move from 20 wealth to 24 wealth and 5000 RP to move to 28.8 wealth. It will cost China 2500 RP to move from 3 wealth to 3.6 wealth and 5000 RP to move to 4.32 wealth, etc. Now it could be argued that China will improve its economy to be more efficient and this low start will penalise them. However, the US could also improve its economy and stay ahead. All this is doing is reflecting the start point for both nations. When I finally get around to sorting out real government modifiers, this will also be very useful in simulating the econmic starting point for different government types.<br />
<br />
The per capita income figure shown on the Trade tab of the Pop window will now have real relevance and will be the wealth per million figure.<br />
<br />
Both demand and trade production are boosted by the Wealth bonus of the planetary governor - although now it's called the Economics Bonus. Given the potential wealth generating capability of colonies without any minerals, this bonus will be more useful than in the past. The per capita income is shown for the race as a whole (which is the original wealth rate modified any Economics Expansion tech) and a per capita income is shown for the population, which show the same figure boosted by any governor bonuses (including sector governors).</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Trade_System_(v4.x)&diff=353Trade System (v4.x)2009-09-04T01:47:39Z<p>Welchbloke: </p>
<hr />
<div>==Trade System (V4.x)==<br />
===Important Basic points===<br />
<br />
:Every civilian vessel in v4.x will be owned by a Shipping Line. <br />
:Each Empire will have one or more Shipping Lines that carry out colonization and trade. <br />
:Each Shipping Line will be generated and controlled by the program and new Shipping Lines may appear as the game progresses<br />
<br />
===Trade Goods===<br />
<br />
There are seventeen different Civilian Trade Goods. <br />
Each planet of more than one million pop will both supply and demand eight basic goods. <br />
When it reaches reach ten million pop, six luxury goods will be added as well as three illegal goods. <br />
[[File:Trade.gif|frame]]<br />
'''Basic Goods'''<br />
:Consumer Electronics<br />
:Civilian Transport<br />
:Textiles<br />
:Chemicals<br />
:Machinery<br />
:Civilian Infrastructure<br />
:Pharmaceuticals<br />
:Plastics<br />
:Construction Materials<br />
<br />
'''Luxury Goods'''<br />
:Precious Metals,<br />
:Spices<br />
:Luxury Foods<br />
:Wines<br />
:Furs<br />
:Entertainment Products<br />
:Alien Items - The demand for these is handled like any normal trade good but they are only produced by colonies with ancient ruins. The amount produced is equal to the level of the ruins (1-10) multiplied by the pop in millions.<br />
<br />
'''Illegal Goods'''<br />
:Weapons<br />
:Slaves<br />
:Recreational Drugs<br />
<br />
===Supply and Demand===<br />
<br />
The basic demand for each good will be the size of the population. Some populations will produce more than they need of each good and some will produce less. Pops will tend to specialise so they will produce anything from 0-100% of about three-quarters of the goods and produce anything up to 400% of the others. This will vary from pop to pop and some will be net importers overall, as well as for individual goods, and some will be net exporters. This has nothing to do with trans-newtonian minerals, which are mainly for military applications, so some pops with little TN mineral resources could actually be major exporters of civilian goods. Given an equal spread of probability there will be about the same amount of supply and demand across the galaxy, although within a sample of a few pops there may be considerable excesses and shortages. <br />
<br />
Civilian freighters will look for opportunities to move different types of goods from planets with a surplus of a particular trade good to those with a shortage. When the freighter arrives, it will generate wealth for the shipping line and wealth for the parent government in the form of tax on both the shipping company and on the original (invisible) company that produced the goods. With a trade treaty in place, goods can be shipped between pops of different races, which will create more opportunities for trade. A trade treaty will also allow foreign shipping lines to move goods within your own Empire or between your Empire and another. In this case the foreign government will get the tax revenue from the shipping company. <br />
<br />
===Final Considerations===<br />
<br />
All of the above will take place automatically. You will see the shipping traffic but you won't have to get involved apart from possibly building jump gates to facilitate the trade and protecting the common trade routes from pirates and raiders. Trade routes in this context are not planned in the v4.x sense. They will naturally be formed by civilian traffic as it identifies trading opportunities. <br />
<br />
The existing Trade Point Creation tech line will be replaced with some type of Increased Civilian Trade tech line. This will boost both the demand and production of trade goods. So with a twenty percent increase, pops will demand goods equal to 120% of the population and all trade good production will increase by 20%. This will increase the amount of trading opportunities and generate more revenue for the shipping companies and the government.<br />
<br />
As Shipping Lines make money, they will keep some for their owners and shareholders and spend the rest on building new civilian ships. Therefore all new civilian shipping will be paid for by the wealth generated by the existing civilian shipping (plus one or two by the Shipping Lines' startup capital). I will add a window where you can monitor the holdings and profit of shipping lines within your Empire if you wish to. This is not something you need to monitor but some players will be interested to have that information.<br />
<br />
===Civilian Infrastructure===<br />
<br />
The infrastructure produced by civilians is now a trade good, like Machinery or Spices. Every colony produces infrastructure equal to double the population in millions every year. So a 500 million pop will produce 1000 infrastructure per year. Note that until deployed on a planet, when it becomes normal infrastructure as if produced by construction factories, this is tracked as a trade good. The demand for infrastructure is based on the infrastructure required for the existing population multiplied by 1.25, with a minimum of 100. This should give sufficient room for growth and, as the population grows, the demand figure will increase. A new demand figure is calculated after pop growth during the 5-day increment and also after colonists arrive on the planet. Colonies with zero colony cost, or which are unsuitable, have no demand for infrastructure. <br />
<br />
A colony will update its stock of the infrastructure trade good during the 5-day increment based on its production rate. If that colony has a demand for infrastructure then the newly produced trade good will be immediately converted into regular infrastructure without any need for transport. This means that new populations will have a limited ability to expand their living space, although bear in a mind a pop of ten million will only produce 20 infrastructure per year. If no infrastructure is needed on the planet, or there is already a sufficient amount, the new infrastructure trade good will be available to be exported for planets with a demand for infrastructure. This will work just as any other trade good, except that on arrival it will be added to the infrastructure for that population, which will in turn reduce the demand for the infrastructure trade good.<br />
<br />
===Detailed Mechanics===<br />
The existing convoy system and the concept of Trade Routes have been removed. The spaceports that were used to generate the trade points for the convoys have been replaced with a Commercial Spaceport, which is 1200 BP instead of 4800. The only function of this facility is to speed up loading and unloading. Additional levels speed it up further. The actual modifier is the normal loading time divided by (spaceport level +1). So a planet with a level 2 Commercial Spaceport will be able to load cargo three times as fast as a colony with no spaceport.<br />
<br />
The cargo sizes and the actual income rates for the trades have been setup. Each Trade Good requires 2500 cargo points, or half a cargo hold. Thus a regular freighter with five cargo holds can carry ten trade goods. This matches the size of infrastructure, which makes things easier. Every time a freighter picks up trade goods, the parent government receives 0.5 wealth per Trade Good in tax from the planet-based manufacturer, or 5 wealth for an average consignment. When the freighter arrives, the parent government receives 0.5 wealth per Trade Good in tax on the profit of the Shipping Line. The reason this is split is because while a trade conducted entirely within an Empire will yield 1 wealth per trade good, the goods might be carried by a foreign-flagged vessel, in which case you only get the export taxes, or it might be a consignment carried by one of your shipping lines from one foreign pop to another, in which case you only get the shipping taxes. Shipping from your Empire to another will provide export taxes but imports from a foreign power will yield nothing, unless they are carried in a freighter owned by a Shipping Line of your race, in which case you get the shipping taxes. This is worked out automatically and you see the different tax types in the Empire income breakdown. This is all up and working already.<br />
<br />
The Shipping Line itself receives 2 wealth for each successfully delivered trade good (20 for a normal run), regardless of the nationality of the start and destination pops. The shipping line will use this income to eventually buy additional ships. A new shipping Line window has been added that allows you to see the Shipping Lines, along with the number of ships they own, their total tonnage, their income over the last twelve months, their current wealth and their total assets. A list of their ships is provided, along with tonnage, current location, destination and cargo. Also, a list of recent deliveries is shown to demonstrate where they are operating.<br />
<br />
The Wealth Rate and Trading Rate tech lines have both been replaced with a tech named "Expand Civilian Economy by 20%". Researching this tech will increase the income of all populations by twenty percent and will increase the production and demand of all trade goods within your Empire by twenty percent. This is also the first example of what I am calling Replicating Techs. When you research this for the first time (at a cost of 2500 RP), the program creates a race-specific version of the tech. Every time you research it, the tech remains the same but the research cost doubles. This means only one line per race on the tech system tables for this tech and it also means that a situation can be created where different races pay different amounts for the same level of per capita income, which should finally solve what I have come to think of as the "China Problem"<br />
The "China Problem" is that China has a population five times greater than the United States but a much lower per-capita income. This is hard to simulate in Aurora because income is based directly on population so, all things being equal, two equal size pops will generate the same income. I have tried to fudge this by adding lower and expensive tech levels for wealth to give a China-type power some hurdles to overcome before catching up. However, once it gets on the bottom rung of the 'normal' wealth tech line, it can catch up fairly quickly. Besides, this is obviously a fudge and the realism aspect is hard to accept, especially when it suddenly becomes cheaper to increase wealth at 20 per million pop.<br />
<br />
The new Replicating Tech allows a much neater approach. When a race is manually generated you are informed that a regular TN race will receive 100% of normal income and you are asked if you want to modify this percentage. Lets assume you do and you decided to give China 15% of normal income. Normal Income is 20 wealth per million pop so China will start with 3 wealth per million pop. However, as the tech system is now entirely percentage based and specific to each race, it doesn't matter what the starting point is. It will cost the US 2500 RP to move from 20 wealth to 24 wealth and 5000 RP to move to 28.8 wealth. It will cost China 2500 RP to move from 3 wealth to 3.6 wealth and 5000 RP to move to 4.32 wealth, etc. Now it could be argued that China will improve its economy to be more efficient and this low start will penalise them. However, the US could also improve its economy and stay ahead. All this is doing is reflecting the start point for both nations. When I finally get around to sorting out real government modifiers, this will also be very useful in simulating the econmic starting point for different government types.<br />
<br />
The per capita income figure shown on the Trade tab of the Pop window will now have real relevance and will be the wealth per million figure.<br />
<br />
Both demand and trade production are boosted by the Wealth bonus of the planetary governor - although now it's called the Economics Bonus. Given the potential wealth generating capability of colonies without any minerals, this bonus will be more useful than in the past. The per capita income is shown for the race as a whole (which is the original wealth rate modified any Economics Expansion tech) and a per capita income is shown for the population, which show the same figure boosted by any governor bonuses (including sector governors).</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=File:Trade.gif&diff=352File:Trade.gif2009-09-04T01:25:16Z<p>Welchbloke: </p>
<hr />
<div></div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Trade_System_(v4.x)&diff=351Trade System (v4.x)2009-09-04T01:20:56Z<p>Welchbloke: </p>
<hr />
<div>==Trade System (V4.x)==<br />
===Important Basic points===<br />
<br />
Every civilian vessel in v4.x will be owned by a Shipping Line. <br />
Each Empire will have one or more Shipping Lines that carry out colonization and trade. <br />
Each Shipping Line will be generated and controlled by the program and new Shipping Lines may appear as the game progresses<br />
<br />
===Trade Goods===<br />
<br />
There are seventeen different Civilian Trade Goods. <br />
Each planet of more than one million pop will both supply and demand eight basic goods. <br />
When it reaches reach ten million pop, six luxury goods will be added as well as three illegal goods. <br />
<br />
'''Basic Goods'''<br />
:Consumer Electronics<br />
:Civilian Transport<br />
:Textiles<br />
:Chemicals<br />
:Machinery<br />
:Civilian Infrastructure<br />
:Pharmaceuticals<br />
:Plastics<br />
:Construction Materials<br />
<br />
'''Luxury Goods'''<br />
:Precious Metals,<br />
:Spices<br />
:Luxury Foods<br />
:Wines<br />
:Furs<br />
:Entertainment Products<br />
:Alien Items - The demand for these is handled like any normal trade good but they are only produced by colonies with ancient ruins. The amount produced is equal to the level of the ruins (1-10) multiplied by the pop in millions.<br />
<br />
'''Illegal Goods'''<br />
:Weapons<br />
:Slaves<br />
:Recreational Drugs<br />
<br />
===Supply and Demand===<br />
<br />
The basic demand for each good will be the size of the population. Some populations will produce more than they need of each good and some will produce less. Pops will tend to specialise so they will produce anything from 0-100% of about three-quarters of the goods and produce anything up to 400% of the others. This will vary from pop to pop and some will be net importers overall, as well as for individual goods, and some will be net exporters. This has nothing to do with trans-newtonian minerals, which are mainly for military applications, so some pops with little TN mineral resources could actually be major exporters of civilian goods. Given an equal spread of probability there will be about the same amount of supply and demand across the galaxy, although within a sample of a few pops there may be considerable excesses and shortages. <br />
<br />
Civilian freighters will look for opportunities to move different types of goods from planets with a surplus of a particular trade good to those with a shortage. When the freighter arrives, it will generate wealth for the shipping line and wealth for the parent government in the form of tax on both the shipping company and on the original (invisible) company that produced the goods. With a trade treaty in place, goods can be shipped between pops of different races, which will create more opportunities for trade. A trade treaty will also allow foreign shipping lines to move goods within your own Empire or between your Empire and another. In this case the foreign government will get the tax revenue from the shipping company. <br />
<br />
===Final Considerations===<br />
<br />
All of the above will take place automatically. You will see the shipping traffic but you won't have to get involved apart from possibly building jump gates to facilitate the trade and protecting the common trade routes from pirates and raiders. Trade routes in this context are not planned in the v4.x sense. They will naturally be formed by civilian traffic as it identifies trading opportunities. <br />
<br />
The existing Trade Point Creation tech line will be replaced with some type of Increased Civilian Trade tech line. This will boost both the demand and production of trade goods. So with a twenty percent increase, pops will demand goods equal to 120% of the population and all trade good production will increase by 20%. This will increase the amount of trading opportunities and generate more revenue for the shipping companies and the government.<br />
<br />
As Shipping Lines make money, they will keep some for their owners and shareholders and spend the rest on building new civilian ships. Therefore all new civilian shipping will be paid for by the wealth generated by the existing civilian shipping (plus one or two by the Shipping Lines' startup capital). I will add a window where you can monitor the holdings and profit of shipping lines within your Empire if you wish to. This is not something you need to monitor but some players will be interested to have that information.<br />
<br />
===Civilian Infrastructure===<br />
<br />
The infrastructure produced by civilians is now a trade good, like Machinery or Spices. Every colony produces infrastructure equal to double the population in millions every year. So a 500 million pop will produce 1000 infrastructure per year. Note that until deployed on a planet, when it becomes normal infrastructure as if produced by construction factories, this is tracked as a trade good. The demand for infrastructure is based on the infrastructure required for the existing population multiplied by 1.25, with a minimum of 100. This should give sufficient room for growth and, as the population grows, the demand figure will increase. A new demand figure is calculated after pop growth during the 5-day increment and also after colonists arrive on the planet. Colonies with zero colony cost, or which are unsuitable, have no demand for infrastructure. <br />
<br />
A colony will update its stock of the infrastructure trade good during the 5-day increment based on its production rate. If that colony has a demand for infrastructure then the newly produced trade good will be immediately converted into regular infrastructure without any need for transport. This means that new populations will have a limited ability to expand their living space, although bear in a mind a pop of ten million will only produce 20 infrastructure per year. If no infrastructure is needed on the planet, or there is already a sufficient amount, the new infrastructure trade good will be available to be exported for planets with a demand for infrastructure. This will work just as any other trade good, except that on arrival it will be added to the infrastructure for that population, which will in turn reduce the demand for the infrastructure trade good.<br />
<br />
===Detailed Mechanics===<br />
The existing convoy system and the concept of Trade Routes have been removed. The spaceports that were used to generate the trade points for the convoys have been replaced with a Commercial Spaceport, which is 1200 BP instead of 4800. The only function of this facility is to speed up loading and unloading. Additional levels speed it up further. The actual modifier is the normal loading time divided by (spaceport level +1). So a planet with a level 2 Commercial Spaceport will be able to load cargo three times as fast as a colony with no spaceport.<br />
<br />
The cargo sizes and the actual income rates for the trades have been setup. Each Trade Good requires 2500 cargo points, or half a cargo hold. Thus a regular freighter with five cargo holds can carry ten trade goods. This matches the size of infrastructure, which makes things easier. Every time a freighter picks up trade goods, the parent government receives 0.5 wealth per Trade Good in tax from the planet-based manufacturer, or 5 wealth for an average consignment. When the freighter arrives, the parent government receives 0.5 wealth per Trade Good in tax on the profit of the Shipping Line. The reason this is split is because while a trade conducted entirely within an Empire will yield 1 wealth per trade good, the goods might be carried by a foreign-flagged vessel, in which case you only get the export taxes, or it might be a consignment carried by one of your shipping lines from one foreign pop to another, in which case you only get the shipping taxes. Shipping from your Empire to another will provide export taxes but imports from a foreign power will yield nothing, unless they are carried in a freighter owned by a Shipping Line of your race, in which case you get the shipping taxes. This is worked out automatically and you see the different tax types in the Empire income breakdown. This is all up and working already.<br />
<br />
The Shipping Line itself receives 2 wealth for each successfully delivered trade good (20 for a normal run), regardless of the nationality of the start and destination pops. The shipping line will use this income to eventually buy additional ships. A new shipping Line window has been added that allows you to see the Shipping Lines, along with the number of ships they own, their total tonnage, their income over the last twelve months, their current wealth and their total assets. A list of their ships is provided, along with tonnage, current location, destination and cargo. Also, a list of recent deliveries is shown to demonstrate where they are operating.<br />
<br />
The Wealth Rate and Trading Rate tech lines have both been replaced with a tech named "Expand Civilian Economy by 20%". Researching this tech will increase the income of all populations by twenty percent and will increase the production and demand of all trade goods within your Empire by twenty percent. This is also the first example of what I am calling Replicating Techs. When you research this for the first time (at a cost of 2500 RP), the program creates a race-specific version of the tech. Every time you research it, the tech remains the same but the research cost doubles. This means only one line per race on the tech system tables for this tech and it also means that a situation can be created where different races pay different amounts for the same level of per capita income, which should finally solve what I have come to think of as the "China Problem"<br />
The "China Problem" is that China has a population five times greater than the United States but a much lower per-capita income. This is hard to simulate in Aurora because income is based directly on population so, all things being equal, two equal size pops will generate the same income. I have tried to fudge this by adding lower and expensive tech levels for wealth to give a China-type power some hurdles to overcome before catching up. However, once it gets on the bottom rung of the 'normal' wealth tech line, it can catch up fairly quickly. Besides, this is obviously a fudge and the realism aspect is hard to accept, especially when it suddenly becomes cheaper to increase wealth at 20 per million pop.<br />
<br />
The new Replicating Tech allows a much neater approach. When a race is manually generated you are informed that a regular TN race will receive 100% of normal income and you are asked if you want to modify this percentage. Lets assume you do and you decided to give China 15% of normal income. Normal Income is 20 wealth per million pop so China will start with 3 wealth per million pop. However, as the tech system is now entirely percentage based and specific to each race, it doesn't matter what the starting point is. It will cost the US 2500 RP to move from 20 wealth to 24 wealth and 5000 RP to move to 28.8 wealth. It will cost China 2500 RP to move from 3 wealth to 3.6 wealth and 5000 RP to move to 4.32 wealth, etc. Now it could be argued that China will improve its economy to be more efficient and this low start will penalise them. However, the US could also improve its economy and stay ahead. All this is doing is reflecting the start point for both nations. When I finally get around to sorting out real government modifiers, this will also be very useful in simulating the econmic starting point for different government types.<br />
<br />
The per capita income figure shown on the Trade tab of the Pop window will now have real relevance and will be the wealth per million figure.<br />
<br />
Both demand and trade production are boosted by the Wealth bonus of the planetary governor - although now it's called the Economics Bonus. Given the potential wealth generating capability of colonies without any minerals, this bonus will be more useful than in the past. The per capita income is shown for the race as a whole (which is the original wealth rate modified any Economics Expansion tech) and a per capita income is shown for the population, which show the same figure boosted by any governor bonuses (including sector governors).</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Trade_System_(v4.x)&diff=350Trade System (v4.x)2009-09-04T00:54:35Z<p>Welchbloke: Created page with '==Trade System (V4.x)== ===Important Basic points=== Every civilian vessel in v4.x will be owned by a Shipping Line. Each Empire will have one or more Shipping Lines that carry...'</p>
<hr />
<div>==Trade System (V4.x)==<br />
===Important Basic points===<br />
<br />
Every civilian vessel in v4.x will be owned by a Shipping Line. <br />
Each Empire will have one or more Shipping Lines that carry out colonization and trade. <br />
Each Shipping Line will be generated and controlled by the program and new Shipping Lines may appear as the game progresses<br />
<br />
===Trade Goods===<br />
<br />
There are seventeen different Civilian Trade Goods. <br />
Each planet of more than one million pop will both supply and demand eight basic goods. <br />
When it reaches reach ten million pop, six luxury goods will be added as well as three illegal goods. <br />
<br />
'''Basic Goods'''<br />
:Consumer Electronics<br />
:Civilian Transport<br />
:Textiles<br />
:Chemicals<br />
:Machinery<br />
:Pharmaceuticals<br />
:Plastics<br />
:Construction Materials<br />
<br />
'''Luxury Goods'''<br />
:Precious Metals,<br />
:Spices<br />
:Luxury Foods<br />
:Wines<br />
:Furs<br />
:Entertainment Products<br />
<br />
'''Illegal Goods'''<br />
:Weapons<br />
:Slaves<br />
:Recreational Drugs<br />
<br />
===Supply and Demand===<br />
<br />
The basic demand for each good will be the size of the population. Some populations will produce more than they need of each good and some will produce less. Pops will tend to specialise so they will produce anything from 0-100% of about three-quarters of the goods and produce anything up to 400% of the others. This will vary from pop to pop and some will be net importers overall, as well as for individual goods, and some will be net exporters. This has nothing to do with trans-newtonian minerals, which are mainly for military applications, so some pops with little TN mineral resources could actually be major exporters of civilian goods. Given an equal spread of probability there will be about the same amount of supply and demand across the galaxy, although within a sample of a few pops there may be considerable excesses and shortages. <br />
<br />
Civilian freighters will look for opportunities to move different types of goods from planets with a surplus of a particular trade good to those with a shortage. When the freighter arrives, it will generate wealth for the shipping line and wealth for the parent government in the form of tax on both the shipping company and on the original (invisible) company that produced the goods. With a trade treaty in place, goods can be shipped between pops of different races, which will create more opportunities for trade. A trade treaty will also allow foreign shipping lines to move goods within your own Empire or between your Empire and another. In this case the foreign government will get the tax revenue from the shipping company. <br />
<br />
===Final Considerations===<br />
<br />
All of the above will take place automatically. You will see the shipping traffic but you won't have to get involved apart from possibly building jump gates to facilitate the trade and protecting the common trade routes from pirates and raiders. Trade routes in this context are not planned in the v4.x sense. They will naturally be formed by civilian traffic as it identifies trading opportunities. <br />
<br />
The existing Trade Point Creation tech line will be replaced with some type of Increased Civilian Trade tech line. This will boost both the demand and production of trade goods. So with a twenty percent increase, pops will demand goods equal to 120% of the population and all trade good production will increase by 20%. This will increase the amount of trading opportunities and generate more revenue for the shipping companies and the government.<br />
<br />
As Shipping Lines make money, they will keep some for their owners and shareholders and spend the rest on building new civilian ships. Therefore all new civilian shipping will be paid for by the wealth generated by the existing civilian shipping (plus one or two by the Shipping Lines' startup capital). I will add a window where you can monitor the holdings and profit of shipping lines within your Empire if you wish to. This is not something you need to monitor but some players will be interested to have that information.</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=VB6_Aurora:Basic_Sequence_of_Play&diff=195VB6 Aurora:Basic Sequence of Play2009-03-02T15:43:29Z<p>Welchbloke: Created page with 'Check Conditional Orders: (if any conditions are met, immediately create the associated order at the top of the order list) Movement Phase (This section repeats a number of tim...'</p>
<hr />
<div>Check Conditional Orders: (if any conditions are met, immediately create the associated order at the top of the order list) <br />
<br />
Movement Phase (This section repeats a number of times equal to the number of movement sub-pulses. This may just be one sub-pulse for the whole increment or many sub-pulses. If an event is generated during a sub-pulse, that becomes the last sub-pulse and the time for the increment is reduced accordingly) <br />
:- Fleets Move <br />
:- Fighter Groups Move <br />
:- Fighter Groups Reload (remaining rearm time is reduced) <br />
:- Monsters Move (including precursors) <br />
:- Missile Salvos move (including intercept, point blank point defence and damage allocation\planetary bombardment) <br />
:- Life pod Endurance Check (any lifepods that have exhausted their endurance are removed) <br />
:- Sensor Update (all sensors are checked for new contacts) <br />
End of Movement Sub-pulses <br />
<br />
Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked <br />
Check Secondary Special Orders. (If a fleet still has no move orders, its secondary special orders are checked <br />
Ion Storms are updated <br />
Damage Control takes place <br />
<br />
Fire Phase <br />
:- Weapons are recharged or reloaded <br />
:- Shields are recharged <br />
:- Point Defence in area mode is assigned targets <br />
:- Ships fire weapons <br />
:- Planets launch missiles <br />
:- Fighters launch missiles <br />
:- Combat results from energy weapons are applied <br />
:- Monsters (including precursors) fire weapons. Damage is applied as each monster fires <br />
End of Fire Phase <br />
<br />
Construction Cycle (This only takes place within an increment if a sufficient number of seconds has passed since the last Construction Cycle)<br />
<br />
:Worker Availability (The distribution of workers within all populations is checked and any shortages affect efficiency)<br />
:Population Growth <br />
:Orbital Motion <br />
:Comet Motion <br />
:System Failure Check (maintenance check for ships) <br />
:Mining Production <br />
:Harvester Production <br />
:Ordnance Production <br />
:Fighter Production <br />
:Installation Construction <br />
:Fuel Production <br />
:Terraforming <br />
:Shipbuilding <br />
:Ground Unit Training <br />
:Research <br />
:Creation of Officers and Academy Graduates<br />
:Crew Grade Increase (due to commander training) <br />
:Monster Shipbuilding <br />
:Ruins Check (for new tech and exploitation)<br />
:Abandoned Installation Check (to see if any have been recovered by cybernetic teams) <br />
:Radiation Reduction (including Dust)<br />
:Ground Combat <br />
:Complete Sensor Check <br />
:Communication Check (for attempts to communicate) <br />
:Reduce Negotiation Modifiers<br />
:Check for loss of Commanders in accidents<br />
:Check for Commander medical problems <br />
:Check for increases in Commander attributes due to experience <br />
:Check for Inactive Research Facilities<br />
:Check for Low Fuel <br />
:Check for New Ion Storms <br />
:Check for Ion Damage to Populations<br />
<br />
End of Construction Cycle <br />
<br />
Update Time <br />
<br />
Update Economics, Events and System Map if loaded.</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Installations&diff=193Installations2009-03-02T11:19:57Z<p>Welchbloke: Created page with '===Installation Description=== * '''Maintenance Facility''' - Used to provide support to orbiting starships. Requires 50,000 population per installation. Supports 200 tons per f...'</p>
<hr />
<div>===Installation Description===<br />
<br />
* '''Maintenance Facility''' - Used to provide support to orbiting starships. Requires 50,000 population per installation. Supports 200 tons per facility. <br />
* '''Construction Factories''' - Used to build every installation in Aurora. A vital need for any colony. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradeable via research. <br />
* '''Ordnance Factories''' - Used to produce missiles. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradeable via research. <br />
* '''Fighter Factories''' - Used to build fighters. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradable via research. <br />
* '''Fuel Refinery''' - Used to refine Sorium into fuel. Requires 50,000 population per installation. Base rate is 20,000 litres/year/refinery, upgradable via research. <br />
* '''Automated Mines''' - Robotic mines. Requires no population to operate. Base rate is 10/year/mine, upgradable via research. Note: lower than 1.0 accessibility affects the base rate as a percentage, i.e. .6 accessibility mines at 6/year/mine. <br />
* '''Mines''' - Manned mines. Require 50,000 population to operate. Base rate is 10/year/mine, upgradable via research. Note: lower than 1.0 accessibility affects the base rate as a percentage, i.e. .6 accessibility mines at 6/year/mine. <br />
* '''Terraforming Installation''' - Used to modify the atmosphere to a more hospitable type. Requires 250,000 population to operate. Base rate is .001 atm/year/installation, upgradeable via research. <br />
* '''Research Labs''' - Required to perform research. Requires 1 million population to operate. Base rate is 200 RP/year/lab, upgradable via research. <br />
* '''Financial Centre''' - Increases the wealth created on the planet. Requires 50,000 population to operate. Wealth is calculated by wealth technology x population for annual "tax". Financial centres add 1 to this total/year. <br />
* '''Mass Drivers''' - Used to launch and catch packets of minerals. Can also be used as large scale kinetic weapons. Each driver can launch 5000 tons. <br />
* '''Sector Command HQ''' - Allows creation of a sector command. A sector governor oversees a number of systems. A fraction of his bonuses are applied to each colony under his jurisdiction. Each level allows control up to its level in jumps, i.e. 4 levels = 4 jumps from sector HQ. <br />
* '''Spaceport''' - Allows the creation of trade routes. Note a spaceport must be available at each end, and all legs must have jump gates. <br />
* '''Naval Academy''' - Generates officers and junior officers for your fleets. Generates 5 officers/year/level. These are "named" officers. <br />
* '''Deep Space Tracking Station''' - The ground system for sensing approaching fleets. Each station has a base rating of 200. This is upgradeable via research. <br />
* '''Ground Force Training Facilities''' - Used to train new ground units. Base rate is 10/year. Each facility may train 1 unit at a time. The base rate is upgradable via research. <br />
* '''Shipyards/Slipways''' - Used to build ships. Each shipyard has a number of slips and can build 1 ship per slip. The shipyard is also only configured to build 1 class of ships (though in some cases very similar versions of ships may be built without retooling). Population requirements - 100,000 per shipyard plus 1,000,000 population per slipway. Base rate is 400 pts/year. This is upgradable via research. <br />
* '''Commercial Freight Facility''' - Used to provide maintenance for freighter class ships. Requires 2 million population. This is a Yes/No facility. If it exists, it provides benefits. <br />
<br />
===Transporting Installations===<br />
<br />
Each transportable facility requires 25,000 units of cargo space. The facilities that make be transported are: <br />
Research Labs (total of 500,000 cargo) <br />
Maintenance Facilities <br />
Construction Factory <br />
Automated Mine <br />
Mine <br />
Mass Driver <br />
Fuel Refinery <br />
Ordnance Factory <br />
Fighter Factory <br />
Tracking Station (also called Deep Space Tracking Station) <br />
<br />
===Constructing Installations===<br />
<br />
Each item that is constructed requires a build cost equal to the mineral cost. For example, a Shipyard complex requires 1200 Duranium and 1200 Neutronium, for a total cost of 2400. One construction factory will require 240 years at the base rate to complete the yard. Of course, multiple factories will reduce this time. Two factories will only need 120 years for a shipyard.</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=192Main Page2009-03-02T11:13:52Z<p>Welchbloke: /* Tutorial Information */</p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game.<br />
<br />
==About Aurora==<br />
<br />
==Getting Aurora==<br />
Aurora may be obtained from the Aurora forums (most recent version), or may be obtained from the [[Aurora Download]] page.<br />
<br />
==Tutorial Information==<br />
* [[Aurora Tutorial]]<br />
* [[Basic Ship Creation]]<br />
* [[Trans Newtonian Elements]]<br />
* [[Installations]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Trans_Newtonian_Elements&diff=191Trans Newtonian Elements2009-03-02T11:12:07Z<p>Welchbloke: /* Trans-Newtonian Elements */</p>
<hr />
<div><br />
This is some technobabble about Trans-Newtonian Elements. The mining and use of these elements is a fundamental part of Aurora gaming.<br />
<br />
In 2036, a Commonwealth science team examining the possibilities of several outlandish propulsion systems made a startling discovery; the existence of another universe, close to our own, but with radically different physical laws, the most significant difference being that space-time in the other universe had the properties of a fluid rather than a vacuum <br />
<br />
Although they could not find a way to move from our own reality into the nearby universe, the theoretical work of the scientists resulted in the discovery of previously unknown elements with strange compositions that seemed to be affected by the presence of this universe. Unfortunately, almost all of the elements were only found within the molten core of the planet and would require significant effort to access. Given the significance of the discovery, sufficient funds were quickly made available and core mining techniques developed. Once in the possession of sufficient quantities of the minerals, the scientists discovered the minerals somehow intruded into the space-time of the alternate dimension and that spacecraft built from these elements would be affected by some of the physical laws of that universe. They theorized that this would allow spacecraft to turn in space like ships in water but it would also quickly slow them to a stop if their engines ceased operating. A secondary effect was that the mass of such a ship would be dramatically reduced allowing much higher speeds from conventional power systems. Finally, it was discovered that sensors and communication systems constructed from some of the new elements could send energy signals through the other universe at a speed much greater than light. Within a solar system, communication and sensors would effectively be real time. <br />
<br />
This breakthrough meant that long range system exploration was finally a reality and the Commonwealth began diverting more and more funds to building a space-based capability. Such a discovery could not remain secret for long through and within a year, the other nations of the world learnt of the newly discovered universe and the existence of the minerals, now known as Trans-Newtonian Elements, and began building their own shipyards and factories to support the exploration and exploitation of nearby space. <br />
<br />
Two years later, using new gravitational sensors developed from Trans-Newtonian Elements, the team discovered a number of gravitational fluctuations throughout our own space-time with no obvious cause. They theorized that these fluctuations might be caused by the existence of invisible wormholes forming between the gravitational wells of stars and that study of the gravitational fluctuations in a star system would provide the locations of these wormholes. Experimentation with the creation of tiny wormholes provided exactly the readings expected and the scientists informed the Commonwealth government that travel between star systems might be possible if the wormholes could be located and a way found to open them. Work began immediately on ship-based sensors to detect the wormholes and an engine capable of opening a wormhole and taking a ship through it.<br />
<br />
===Mineral Description===<br />
<br />
The minerals are as follows: <br />
<br />
# '''Duranium.''' Most common ore and used to build factories, mines and ship structures. <br />
# '''Neutronium.''' Very dense material used for shipyards, advanced armors and kinetic weapons such as railguns or orbital bombardment systems.<br />
# '''Corbomite.''' Used for advanced shields, stealth systems and electronic warfare systems.<br />
# '''Tritanium.''' The primary material used in many missile technologies and in the construction of ordnance factories. <br />
# '''Boronide.''' The primary material used in the construction of power systems and capacitors and also for the creation of Terraforming facilities. <br />
# '''Sorium.''' Used for construction of jump drives and jump gates. Also refined by fuel refineries to produce fuel. <br />
# '''Uridium.''' Used in sensors and fire control systems.<br />
# '''Corundium.''' The primary material used in almost all energy weapons. <br />
# '''Mercassium.''' Used for Research Facilities, life support systems and tractor beams. <br />
# '''Vendarite.''' Used in the construction of fighters, fighter factories and fighter bases. <br />
# '''Gallicite.''' Used in the construction of engines, including missile and fighter engines.</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Trans_Newtonian_Elements&diff=190Trans Newtonian Elements2009-03-02T11:11:46Z<p>Welchbloke: Created page with '==Trans-Newtonian Elements== This is some technobabble about Trans-Newtonian Elements. The mining and use of these elements is a fundamental part of Aurora gaming. In 2036, a ...'</p>
<hr />
<div>==Trans-Newtonian Elements==<br />
<br />
This is some technobabble about Trans-Newtonian Elements. The mining and use of these elements is a fundamental part of Aurora gaming.<br />
<br />
In 2036, a Commonwealth science team examining the possibilities of several outlandish propulsion systems made a startling discovery; the existence of another universe, close to our own, but with radically different physical laws, the most significant difference being that space-time in the other universe had the properties of a fluid rather than a vacuum <br />
<br />
Although they could not find a way to move from our own reality into the nearby universe, the theoretical work of the scientists resulted in the discovery of previously unknown elements with strange compositions that seemed to be affected by the presence of this universe. Unfortunately, almost all of the elements were only found within the molten core of the planet and would require significant effort to access. Given the significance of the discovery, sufficient funds were quickly made available and core mining techniques developed. Once in the possession of sufficient quantities of the minerals, the scientists discovered the minerals somehow intruded into the space-time of the alternate dimension and that spacecraft built from these elements would be affected by some of the physical laws of that universe. They theorized that this would allow spacecraft to turn in space like ships in water but it would also quickly slow them to a stop if their engines ceased operating. A secondary effect was that the mass of such a ship would be dramatically reduced allowing much higher speeds from conventional power systems. Finally, it was discovered that sensors and communication systems constructed from some of the new elements could send energy signals through the other universe at a speed much greater than light. Within a solar system, communication and sensors would effectively be real time. <br />
<br />
This breakthrough meant that long range system exploration was finally a reality and the Commonwealth began diverting more and more funds to building a space-based capability. Such a discovery could not remain secret for long through and within a year, the other nations of the world learnt of the newly discovered universe and the existence of the minerals, now known as Trans-Newtonian Elements, and began building their own shipyards and factories to support the exploration and exploitation of nearby space. <br />
<br />
Two years later, using new gravitational sensors developed from Trans-Newtonian Elements, the team discovered a number of gravitational fluctuations throughout our own space-time with no obvious cause. They theorized that these fluctuations might be caused by the existence of invisible wormholes forming between the gravitational wells of stars and that study of the gravitational fluctuations in a star system would provide the locations of these wormholes. Experimentation with the creation of tiny wormholes provided exactly the readings expected and the scientists informed the Commonwealth government that travel between star systems might be possible if the wormholes could be located and a way found to open them. Work began immediately on ship-based sensors to detect the wormholes and an engine capable of opening a wormhole and taking a ship through it.<br />
<br />
===Mineral Description===<br />
<br />
The minerals are as follows: <br />
<br />
# '''Duranium.''' Most common ore and used to build factories, mines and ship structures. <br />
# '''Neutronium.''' Very dense material used for shipyards, advanced armors and kinetic weapons such as railguns or orbital bombardment systems.<br />
# '''Corbomite.''' Used for advanced shields, stealth systems and electronic warfare systems.<br />
# '''Tritanium.''' The primary material used in many missile technologies and in the construction of ordnance factories. <br />
# '''Boronide.''' The primary material used in the construction of power systems and capacitors and also for the creation of Terraforming facilities. <br />
# '''Sorium.''' Used for construction of jump drives and jump gates. Also refined by fuel refineries to produce fuel. <br />
# '''Uridium.''' Used in sensors and fire control systems.<br />
# '''Corundium.''' The primary material used in almost all energy weapons. <br />
# '''Mercassium.''' Used for Research Facilities, life support systems and tractor beams. <br />
# '''Vendarite.''' Used in the construction of fighters, fighter factories and fighter bases. <br />
# '''Gallicite.''' Used in the construction of engines, including missile and fighter engines.</div>Welchblokehttp://aurorawiki.pentarch.org/index.php?title=Main_Page&diff=189Main Page2009-03-02T11:02:07Z<p>Welchbloke: /* Tutorial Information */</p>
<hr />
<div>='''Aurora Wiki'''=<br />
This is the rules and how-to wikipedia for the Aurora 4x game.<br />
<br />
==About Aurora==<br />
<br />
==Getting Aurora==<br />
Aurora may be obtained from the Aurora forums (most recent version), or may be obtained from the [[Aurora Download]] page.<br />
<br />
==Tutorial Information==<br />
* [[Aurora Tutorial]]<br />
* [[Basic Ship Creation]]<br />
* [[Trans Newtonian Elements]]<br />
<br />
==Rules==<br />
* [[Aurora Rules]]<br />
* [[Aurora Systems]]<br />
* [[Aurora Screens]]<br />
<br />
=Links=<br />
* [http://aurora.pentarch.org Aurora Discussion Forums]<br />
* [http://aurorawiki.pentarch.org The Wiki site (You are here)]</div>Welchbloke