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C-Civilian Economy

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Revision as of 16:23, 12 January 2019 by King-Salomon (talk | contribs)
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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 Construction

A Shipping Line will start building freighters and colony ships when the parent race has two colonies (including the capital) with populations greater than zero.

A Shipping Line will start building passengers liners when the parent race has two colonies (including the capital) with populations greater than zero in two different systems.

A Shipping Line will start building harvesters when the parent race has two colonies with populations greater than zero and there is Sorium present at any gas giant or superjovian in a system with a parent race population of at least ten million (including the capital).

The number of civilian freighters and colony ships will be kept relatively even.

Date 21.02.2018

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


Transportation

Unload Colonists

I've completely rewritten the standing order (VB6 default order) for unloading colonists (used by shipping lines, NPRs and your own ships if desired). The process is as follows:

  • 1) Colony fleet looks for a suitable population with less than 25m pop and no other colony fleets inbound, checking its current system first and then using the path finding algorithm to search everywhere else in the empire.
  • 2) Same as 1) but without the check for inbound colony ships.
  • 3) Searches for any suitable population with a status of Colonist Destination (which you can set for any pop of at least 25m).

When determining if a population is a suitable destination, the fleet checks the following:

  • 1) How many colonists it is carrying.
  • 2) If the species is the same as the colonists.
  • 3) The available capacity of the system body on which the population is situated, taking into account other populations.
  • 4) The available capacity of the infrastructure (normal or LG depending on the gravity), taking into account the current population size.
  • 5) The lesser of 2) and 3) is used as the base capacity of the population to accept new colonists.
  • 6) Any available space in orbital habitats is added to that capacity.
  • 7) The total number of colonists on ships already inbound to the colony is deducted from that capacity.
  • 8) if the capacity exceeds the number of colonists in the checking fleet and the species match, the colony is suitable.

This should prevent the current problem of many colony ships delivering to a colony without the capacity to support them all. As soon as a fleet determines a colony is suitable, the orders are issued, which means other fleets checking in the same increment will be aware of the extra inbound colonists.

Because of these changes, Passenger Liners will no longer search their current system for a potential destination (otherwise they could load and unload at the same population).

Date 24.02.2018


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

Doesn't that mean NPRs can't carry minerals from a system to another, or is that abstracted for them?

Mineral movement is automatic, although it does mean they won't create colonies or move automated mines. Date 10.12.2019