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This is Auroras basic sequence of play for each Time Interval:
- NPR movement orders
- 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 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.
- Fleets Move: Including Orbiting Fleets, Normal Fleets and Escorting Fleets in that order.
- Fighter Groups Move\Reload (remaining rearm time is reduced)
- Monsters Move (including all non-NPR Computer Opponents)
- Missile Salvos move: Including intercept, point blank point defence and damage allocation\planetary bombardment.
- Sensor Update (all sensors are checked for new contacts)
End of Movement Sub-pulses
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- Check Primary Special Orders (If a fleet has no move orders, its primary special orders are checked )
- Check Secondary Special Orders ( If a fleet still has no move orders, its secondary special orders are checked )
- Damage Control takes place
- Fire Phase
- Weapons are recharged or reloaded
- Shields are recharged
- Point Defence in area mode is assigned targets. (After automatic area fire there is automatic AMM launches)
- All ships fire (or launch missiles), including NPRs/Spoilers, before all energy weapon damage is assessed.
- Planets launch missiles
- Fighters launch missiles
- Combat results from energy weapons are applied
End of Fire Phase
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- Construction Cycle
This only takes place within a 5-day increment i.e. if a sufficient number of seconds has passed since the last Construction Cycle aka
- Population Growth
- Check Available Workers: The distribution of workers within all populations is checked and any shortages affect efficiency.
- Orbital Movement
- Check Life Pods: any lifepods that have exhausted their endurance are removed.
- Comet Motion
- Provide Foreign Aid
- Update Wealth
- Update Trade
- Maintenance Check
- Update Sol System Disaster,
- Resource Extraction
- NPR Population Planning
- Shipyard Activity (improving shipyards)
- Shipbuilding
- Ground Unit Training
- Genetic Modification
- Production (construction, fighter, ordnance factories)
- Research Projects
- Missile Geo Survey
- New Ships for Shipping Lines Checked
- Check for New Shipping Lines
- Check for New Civilian Mining Colonies
- Check for expansion of CMC
- Crew Training
- Unrest Update
- Update to Political Status of Occupied Colonies
- Mass Drivers
- Recovery from Ruins
- Update Teams
- Reduce Radiation
- Readiness Recovery
- Combat Load Fatigue
- Check Crew Morale
- Ground Combat
- Update List of Systems that need sensor checks
- Diplomacy
- Check Commander Health
- Check Commander Assignments
- Check Fuel
- Reduce Danger Ratings
- NPR Colony Creation
- Update Industrial Reactivation
- Wormhole Moves
End of Construction Cycle
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- Update Time
- Update Economics, Events and System Map if loaded.