Aurora is on version 2.5.0 C#, available at the Aurora Forums.

Contact Erik on the forum for a wiki account.

Difference between revisions of "C-Civilian Economy"

From AuroraWiki
Jump to navigation Jump to search
m (LG infra)
m
Line 26: Line 26:
 
This should reduce some of the early game bloating of civilian traffic but make it workable for the later game with longer distances (especially with the new jump point generation in v7.1 of VB6 Aurora).
 
This should reduce some of the early game bloating of civilian traffic but make it workable for the later game with longer distances (especially with the new jump point generation in v7.1 of VB6 Aurora).
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg97506#msg97506 Date 02.10.2016]
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg97506#msg97506 Date 02.10.2016]
 +
 +
 +
==Appendix: NPR==
 +
 +
{{box|Quote from: MarcAFK on Today at 06:36:14
 +
Bankrupting the civilians is a good solution to endgame lag, but what about the NPRs? They still build hundreds of hsits. I don't know if they use similar mechanics in regards to hipping lines, do they even have 'civilians"?}}
 +
 +
For freighters and colony ships, they only have civilians. There didn't seem to be any point in having two types of AI for NPR colony ships and civilians, so they are all created in shipping lines. This is true for C# too.
 +
[http://aurora2.pentarch.org/index.php?topic=10237.msg112014#msg112014 10.01.2019]

Revision as of 09:22, 10 January 2019

Trade Goods

Trade Good Modifiers

In VB6 Aurora, civilian production of trade goods is affected by the population size, the race wealth creation rate, the production rate of each specific trade good, the political status of the colony and the wealth modifier of the planetary and sector governors.

In C# Aurora, it will also be affected by radiation and unrest. [Date 16.07.2016]

Low Gravity Infrastructure

Civilian infrastructure production on a low gravity world will be LG Infrastructure, produced at one third of the normal rate (same overall cost). Trade in infrastructure will be low gravity to low gravity or acceptable gravity to acceptable gravity . [Date 06.12.2018]


Shipping and Taxes

Shipping Line Earnings and Tax

For C# Aurora, the distance a civilian ship has travelled (in terms of systems) will affect how much the shipping line receives in payment and how much tax is generated.

All VB6 payment rates will be halved as a baseline but multiplied by the number of systems travelled. So a civilian ship travelling to a destination two transits away will receive the same payment as in VB6 Aurora. A ship travelling to a destination five transits away will receive 250% of the current payment. This applies to trading and to player contracts.

A civilian ship travelling within the same system will be paid half of the one-system rate (which is half what is currently paid in VB6).

This should reduce some of the early game bloating of civilian traffic but make it workable for the later game with longer distances (especially with the new jump point generation in v7.1 of VB6 Aurora). Date 02.10.2016


Appendix: NPR

Quote from: MarcAFK on Today at 06:36:14

Bankrupting the civilians is a good solution to endgame lag, but what about the NPRs? They still build hundreds of hsits. I don't know if they use similar mechanics in regards to hipping lines, do they even have 'civilians"?

For freighters and colony ships, they only have civilians. There didn't seem to be any point in having two types of AI for NPR colony ships and civilians, so they are all created in shipping lines. This is true for C# too. 10.01.2019