Aurora is on version 1.12.0 C#, available at the Aurora Forums.

Contact Erik on the forum for a wiki account.

C-Installations

From AuroraWiki
Jump to navigation Jump to search

Installations

Cargo Shuttle Station

Mineral Cost 300 Duranium 300 Corbomite 300 Boronide 300 Mercassium
Build Point Cost 1200 BP
Wealth Cost 1200 Wealth
Size 250,000 tons
Workers N/A
Base Production Allows cargo transfer

According to Aurora lore, large ships made out of Trans-Newtonian Materials cannot land on the surface of a planet. Thus, the loading and unloading of cargo, colonists, troops and maintenance supplies must be done by dedicated small shuttles which land on the planet. The Cargo Shuttle Station provides a means for ships which do not hold their own Cargo Shuttle Bays to load/unload cargo. Ships that need to transfer any type of cargo to and from a colony thus need a Cargo Shuttle Station or Spaceport to complete their tasks.

One Cargo Shuttle Station can load/unload any number of ships that are docked at a colony. The transfer rate is 20 seconds for each point of cargo, 6 minutes for each Maintenance Supply Point and 10 seconds for each colonist. Base transfer rates can be shortened by researching Cargo Shuttle technology on the Logistics section, all stations are automatically upgraded after the technologies are researched.

Do be aware that Troop Transports, Freighters, Supply Ships and Colony Ships that have the "Cargo Shuttle Bay" component do not need a Cargo Shuttle Station or Spaceport to operate, and instead of operating on the base speeds, their transfer rates will be defined by their Cargo Shuttle Modifier attribute. It is thus generally advised that you place Cargo Shuttle Bays on your cargo-bearing ships, as that will significantly cut down on time spent in loading/unloading, thus speeding up the transportation of goods.

Construction Factory

Mineral Cost 60 Duranium 60 Neutronium
Build Point Cost 120 BP
Wealth Cost 120 Wealth
Size 25,000 tons
Workers 50,000
Base Production 10 BP

Construction Factories are the basic industrial installation in Aurora. They are used through the Construction mode in the Industry Screen to produce new installations, pre-fabricated componets, or Space Stations. Without any Construction Rate technologies, each Construction Factory provides 10 Build Points per year, so with starting Trans-Newtonian technology, it would take 12 Construction Factories to produce another Construction Factory in the period of one year. In most cases, a Build Point is spent together with one unit of a mineral and costs 1 Wealth to produce, so the more Construction Factories are built on a planet, the costlier it becomes to use all the capacity of factories. Large industrialized planets might require populations with Financial Centres to shoulder the costs of production. Building new facilites is often the biggest cost a player faces, so one must be careful not over-extend and build more than one's mineral or wealth production.

Conventional Industries

Mineral Cost N/A
Build Point Cost N/A
Wealth Cost N/A
Size 25,000 tons
Workers 50,000
Base Production 1 Construction BP 0.5 Ordnance BP 0.25 Fighter BP 1.5 Mineral 2000l of Fuel 2.5 Wealth

Conventional Industries will be your main industrial installation if you decide to start a game as a conventional (pre-TN) empire. They are much less powerful than any of the Trans-Newtonian facilities, however, they are a generalist installation that can fulfill every industrial role inefficiently. New Conventional Industry cannot be built by the player, and instead the player must convert their starting Conventional Industry to Trans-Newtonian installations after the appropriate tech has been researched. Their main use is to provide initial industrial production, and they are not very useful for anything else. Converting your Conventional Industry should be one of your first priorities on a new conventional start game. Also note that workers in Conventional Industry will not produce Wealth through taxes, and the only Wealth produced by them will be the amount equivalent to 10% of a Financial Centre.

Costs of Converting Conventional Industry
To Construction Factory 10 Duranium 10 Neutronium 20 Wealth 20 BP
To Fighter Factory 20 Vendarite 20 Wealth 20 BP
To Financial Centre 20 Corbomite 20 Wealth 20 BP
To Fuel Refinery 20 Boronide 20 Wealth 20 BP
To Mine 20 Corundium 20 Wealth 20 BP
To Ordnance Factory 20 Tritanium 20 Wealth 20 BP

Deep Space Tracking Stations

Mineral Cost 100 Duranium 200 Uridium
Build Point Cost 300 BP
Wealth Cost 300 Wealth
Size 25,000 tons
Workers N/A
Base Production 250 Passive Sensor Strength

Tracking Stations are powerful passive sensors that can detect thermal signatures from engines and EM signatures from shields and active sensors. The formula for passive sensor strength is the following:

Detection Range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km

Tracking Stations have diminishing return on their range, so building large amounts of them is generally ineffective. Even so, they provide a good way to know whether enemy ships are close to your colonies. Tracking Station strength can be raised by researching the Planetary Sensor Strength technologies in the Sensors and Control Systems section of the Research screen. Every Tracking Station is automatically upgraded once new technology is researched.

Financial Centres

Mineral Cost 120 Corbomite
Build Point Cost 120 BP
Wealth Cost 120 Wealth
Size 25,000 tons
Workers 50,000
Base Production 25 Wealth

Financial Centres are the basic economic installations in Aurora. They generate further Wealth to finance construction of ships and installations, military units, research, etc... The production of a Financial Centre depends on the technology "Wealth Generation Per Million TN Workers." Each Financial Centre will produce an amount of Wealth that is equal to 25% shown in that technology. Base Wealth production through taxes is 100 per million TN Worker, so each Financial Centre produces a base of 25 Wealth per year. However, the workers of a Financial Centre also pay taxes, and thus, at base tech, produce an addtional 5 Wealth per year. This sums up to a worker employed in a Financial Centre producing six times as much Wealth as a worker in other industrial facilities.

Financial Centres can be useful because costs of industrial production and research can vastly surpass the Wealth provided by the workers employed in your industrial sector, specially if production technology is more advanced than financial technology.

Forced Labour Construction Camp

Mineral Cost 20 Duranium 20 Neutronium 100,000 Population
Build Point Cost 40 BP
Wealth Cost 40 Wealth
Size 100,000 tons
Workers 5,000
Base Production 10 BP

Forced Labour Camps provide a dramatically cheaper way to increase production in your worlds. They, however, come with several drawbacks which must be understood if you wish to build them. Forced Labour Camps produce the same amount of BPs and are affected by the same modifiers as Construction Factories are, however, they require 100,000 population to construct, cause 5 points of unrest when built and are 4 times as large as a Construction Factory.

Their main use is as a way to compensate for the production penalties that are present in populations that are newly-conquered, being able to be built for 1/4 the price of a Construction Factory, thus enabling the player to theoretically produce four times as many for the same cost. This presents a few problems, the first of which is that the 100,000 population used in the construction of the Labour Camp are effectively removed from the game, one gets no taxes and no population growth from them, so in games where workers are your limiting resource, building too many of these can be counter-productive.

One way to overcome this is to build these factories in low-production conquered worlds and shipping them to your high-production Imperial Population worlds. Since Forced Labour Camps only require 5,000 workers to staff them (as overseers and taskmasters), they can significantly relieve worker shortage in your main worlds, as long as you are willing to sacrifice population, taxes and growth of your conquered worlds.

Forced Labour Camps are also ideal in small colonies and worlds with high colony costs where not as many workers may be available to your manufacturing sector, as this allows to further utilize the worforce in these colonies and is several times cheaper to build than their normal counterparts.

The issue with these strategies is the massive size of a Forced Labour Camp: four times as large as a Construction Factory. This makes it so any transport operation for these installations will take four times as long as they would for Construction Factories, presenting a logistical problem to be solved by your civilian shipping or government freighters.

Another issues with Forced Labour Camps is that they generate 5 points of unrest for each installation built. Given their cheap cost and the very fast speed at which they can be built, this can present a quick rise in unrest that renders the world constructing Forced Labour Camps completely unproductive. So if the player wishes to build Forced Labour Camps, they must make sure to provide significant Police Strength through ground units in the colony that is producing them. This is the reason why shipping them to other colonies is a good idea, as they could be placed in colonies with no unrest, immediately making them productive, instead of having to wait for the unrest to go down to produce more Forced Labour Camps.

Forced Labour Mining Camp

Mineral Cost 20 Duranium 20 Corundium 100,000 Population
Build Point Cost 40 BP
Wealth Cost 40 Wealth
Size 100,000 tons
Workers 5,000
Base Production 10 Minerals

Forced Labour Mining Camps are similar to Forced Labour Construction Camps and mostly have the same benefits and drawbacks. The Mining Camps provide an additional benefit in that they are six times cheaper in Corundium to build than a normal Mine, so a player faced with Corundium shortages might use them to great benefit. They are also very effective in high colony cost worlds with low population, as they need only a tenth of the workers that a manned Mine installation requires, providing an alternative to the very Corundium consuming Automated Mines, which cost twelve times as much.

Genetic Modification Centre

Mineral Cost 300 Duranium 1200 Corbomite 600 Boronide 300 Mercassium
Build Point Cost 2400 BP
Wealth Cost 2400 Wealth
Size 500,000 tons
Workers 250,000
Base Production 1 Million Gene Modifications

Genetic Modification is not yet implemented as of Aurora C# 1.12

Ground Forces Construction Complex

Mineral Cost 1200 Duranium 1200 Neutronium
Build Point Cost 2400 BP
Wealth Cost 2400 Wealth
Size 500,000 tons
Workers 1 million
Base Production 250 Ground Unit BP

Ground Forces Construction Complexes are responsible for the construction of ground forces. Each facility provides an available slot in the GU Training section of a colony, like slipways in a shipyard. In order to be built, ground units must be researched and assigned to a Formation, which then is constructed by the Ground Forces Construction Complex. These are very costly, so make sure you have sufficient wealth and minerals before you build them. Usually, several of these will be required to field an army capable of invading alien worlds, as fortified defensive units can prove to be very challenging to destroy.

The construction speed of ground units can be increased by the Ground Formation Construction Rate technology in the Ground Combat section the Research screen.

Do take in account that whilst the Ground Forces Construction Complexes require Duranium and Neutronium to build, actual ground units require Vendarite.

Infrastructure

Mineral Cost 1 Duranium 1 Mercassium
Build Point Cost 2 BP
Wealth Cost 2 Wealth
Size 2,500 tons
Workers N/A
Base Production N/A

Infrastructure is required to populate world with a Colony Cost higher than 0. The amount of Infrastructure required to support a population is indicated by the Colony Cost, for example, a world with 2.00 Colony Cost requires 200 Infrastructure to sustain a million population, and a world with 3.34 Colony Cost requires 334 for the same amount, thus, extreme worlds can often be prohibitively costly to colonize.

Although a single unit of Infrastructure is very small, the large amounts needed for your colonies will be a major concern for your civilian shipping or freighters. Shipping infrastructure is likely to be the most time-consuming aspect of colonizing an alien world.

Worlds will produce a small amount of Infrastructure by themselves if they need it, and other worlds produce Infrastructure as a Trade Good, which means your civilian shipping can be a crucial source of Infrastructure after it's well developed.

Low Gravity Infrastructure

Mineral Cost 1 Duranium 2 Boronide 1 Mercassium
Build Point Cost 4 BP
Wealth Cost 4 Wealth
Size 2,500 tons
Workers N/A
Base Production N/A

Bodies that have gravity below your species' tolerated amount must be colonized using Low Gravity Infrastructure. Low Gravity Infrastructure is twice as expensive in minerals, wealth and construction time as normal Infrastructure, and also requires the mineral Boronide. This makes low-gravity bodies significantly more expensive to colonize. Moreover, whilst a normal gravity body can be terraformed and eventually no Infrastructure to be populated, low-gravity worlds will require 100 Low Gravity Infrastructure per million inhabitants even if all other parameters are within your species' tolerance levels, which makes having low-gravity worlds with several billion people in them much more difficult.

Like normal Infrastructure, Low Gravity Infrastructure is produced independently on colonies and is traded as a Trade Good, however, only colonies that have low gravity are capable to produce and trade Low Gravity Infrastructure.

Maintenance Facility

Mineral Cost 30 Duranium 30 Neutronium
Build Point Cost 60 BP
Wealth Cost 60 Wealth
Size 2,500 tons
Workers 50,000
Base Production 1000 Maintenance Capacity 20 MSP

Maintenance Facilites are required to maintain military ships docked on a colony. Every ship consumes Maintenace Capacity equal to its weight, so a base-tech Maintenance Facility can tend to a ship up to 1000 tons. If insufficient Maintenance Facilites are present in a colony, any ships stationed at that colony will be liable to suffer maintenance failures and their maintenance clock will start to run in a rate equal to the total tonnage divided by the available Maintenance Capacity, that is a 5000 ton ship stationed in a colony with a single Maintenance Facility will see its maintenance clock run at 80% speed.

Maintenance Facilities also produce the vital Maintenance Supply Points that are required to keep ships functional. Any ship stationed in a colony with sufficient Maintenance Facilites still requires 25% of its BP cost in MSP per year, so a 5000 ton ship with a 500 BP cost will require 125 MSP every year. Ships stationed in colonies with insufficient MSP will also see their maintenance clock run in proportion to the amount of their yearly MSP requirement that is fulfilled. This can mean, depending on your ships' BP cost, that you need might need more than the amount of Maintenance Facilities required to service a ship's weight.

MSP production is absolutely vital to Aurora, as without it you will not be able to successfully field ships with military components. So Maintenance Facilities should be very high in your priority list.

Each MSP produced by a Maintenance Facility requires 0.1 Duranium, 0.05 Uridium and 0.1 Gallicite, which often makes Gallicite an absolutely vital mineral to secure.

Military Academy

Mineral Cost 1200 Duranium 300 Corbomite 300 Tritanium 300 Uridium 300 Corundium
Build Point Cost 2400 BP
Wealth Cost 2400 Wealth
Size 500,000 tons
Workers N/A
Base Production 1000 Crew 5 Leaders

The Military Academy is the installation required to recruit additional crew for your ships and Commanders for your empire. Scientists, Ground Officers, Naval Officers and Civilian Asministrators are all recruited from Military Academies; each academy built generates five Commanders in a year, with a normal distribution of 60% being Naval Officers, 25% being Ground Officers, 8% being Civilian Administrators and 7% being Scientists. Commanders can be assigned as Commandants to Military Academies through the Commanders screen; a Commander needs a rank equal or higher to the total amount of Military Academies present on a colony to be assigned as Commandant of that colony's academies. Assigning a Commander as Academy Commandant increases the chance a graduate will be of that same Commandant type, so this can be used to specialize academies. The chances are increased to 80% for a Naval Commandant, 50% for a Ground Commandant, 18% for an Administrator Commandant and 14% for a Scientist Commandant.

A Commandant with 20% or more in any percentage-based skill or 150 or more in crew or ground training grants a bonus to those graduating in the academy they lead. Normally, the roll for starting skills is random, but a Commandant with appropriate skill levels allows the graduate to make two additional rolls for those skills, with the highest one being selected, thus a Naval Commandant with a skill of Tactical of 20% or more will ensure that all graduating Naval Officers roll twice for the Tactical skill, picking the highest result as their starting bonus. Skills like Tactical and Ground Offence can have dramatic effects in battles, so assigning good Academy Commandants is important.

For Scientist Commandants, a roll is made with a 25% chance whenever a Scientist graduates, if that roll is succesful, that scientist will be of the same field as the Commandant.

Each Military Academy trains 1000 crew per year, but this number is divided by the Training Level set at the Race screen. This base number of 1000 is divided by the Training Level, so an academy with a training level of 5 will only train 250 crew per year.

Naval Headquarters

Mineral Cost 400 Boronide 400 Mercassium 400 Uridium
Build Point Cost 1200 BP
Wealth Cost 1200 Wealth
Size 500,000 tons
Workers N/A
Base Production N/A

The Naval Headquarters is required for basing Admin Commands out of a colony. Each Admin Command has a range of systems it can apply their bonus to, this range is dictated by the amount of Naval Headquarters in the colony on which the Admin Command is based. The range of a Naval Headquarters is equal to the amount of Jump Points needed to reach a system from the colony where the Admin Command is based, thus a Naval Headquarters with a range of 1 will provide bonuses to any ships within a system and up to one Jump Point away, in other words, all adjacent systems. In order to increase the range of a Naval Headquarters, it is necessary to double their amount, so one headquarters has a range if 1, two have a range of 2, four have a range of 3, eight have a range of 4, and so on.

The Patrol and Survey types of Admin Command have double the effective range of other Admin Command types.

Ordnance Factory

Mineral Cost 120 Tritanium
Build Point Cost 120 BP
Wealth Cost 120 Wealth
Size 25,000 tons
Workers 50,000
Base Production 10 Ordnance BP

The Ordnance Factories are the industrial installations required to build missiles and fighter pods. In a missile heavy game, these will form the base of your ammunition logistics. As missiles are generally important militarily, it is important to have an ammount of Ordnance Factories that can produce sufficient quantities of missiles to keep your fleets operational. Their output can be improved by the "Ordnance Production" technologies in the "Missile/Kinetic Weapons" section of the Research screen (not the Production section).

Ordnance Transfer Station

Mineral Cost 300 Duranium 900 Boronide
Build Point Cost 1200 BP
Wealth Cost 1200 Wealth
Size 250,000 tons
Workers N/A
Base Production Allows ordnance transfer

Missile-armed ships need specialist equipment to load and unload their missiles; the Ordnance Transfer Station is one of the installations that allow ships to do so. In order to load or unload ordnance, a ship must be in a location that has either an Ordnance Transfer Station or a Spaceport. Furthermore, ships can be rearmed by a ship or station with an Ordance Transfer System or Ordnance Transfer Hub component, but ammunition transports will not be able to load their ordnance in colonies without Ordnance Transfer Stations or Spaceports.

The rate at which ordnance is transfered is determined by the "Ordnance Transfer System" technologies on the Logistics section of the Research screen. The technology starts at 40 MSP per hour, however, do note that in this usage, MSP refers to Missile Size Points and not Maintenance Supply Points. Thus, an Ordnance Transfer Station at base level can load/unload 40 size 1 missiles, 10 size 4 missiles or 6 size 6 missiles, and so on every hour. A single Ordnance Transfer Station can service any amount of ships simultaneously.

If using missiles, these will be the second level of ammunition logistics. Any location or base that is intended as an ammo cache will require these installations. It's important not to make the mistake of forgetting to take an Ordnance Transfer Station to any forward base the player wishes to deposit ammunition in.

Refuelling Station

Mineral Cost 300 Duranium 900 Boronide
Build Point Cost 1200 BP
Wealth Cost 1200 Wealth
Size 250,000 tons
Workers N/A
Base Production Allows fuel transfer

Like with Ordnance, special equipment is required to fuel and refuel ships, and the Refuelling Station provides the infrastructure to do so. Ships can only load or unload fuel in colonies that have either a Refuelling Station or a Spaceport, making these installations vital to any logistics system that require a ship to refuel outside core colonies. Ships can also refuel from ships that are assigned as tankers and have either a Refuelling System or Refuelling Hub module.

The technologies that control the rate at which fuel is transferred are the "Refuelling System" line in the Logistics section of the Research screen, hhe technology starts at a base level of 50,000 liters per hour. A Refuelling Station can refuel any amount of ships simultaneously.

Shipyards

Mineral Cost 1200 Duranium 1200 Neutronium
Build Point Cost 2400 BP
Wealth Cost 2400 Wealth
Size N/A
Workers Varies
Base Production Allows the construction of ships

Shipyards are the installations required to construct space-going ships in Aurora. There are two types of shipyards: Commercial and Naval. Commercial Shipyards can only construct ships that are classified as Commercial, and Naval shipyards can build both ships that are classified as Commercial and those that are classified as Military, although producing Commercial ships in Naval shipyards is ill-advised. Commercial Shipyards are ten times bigger than Naval Shipyards for the same price and number of workers, thus Commercial ships can be built significantly larger than Military ships.

Each Naval Shipyard requires 250 workers per ton of capacity, whilst Commercial Shipyards require 25 workers for every ton of capacity.

Do note that Shipyards cannot be transferred with Freighters, but must be towed with a Tug capable ship.

For explanation on specific Shipyard mechanics, see the page for C# Shipyards.

Spaceport

Mineral Cost 400 Duranium 400 Corbomite 1400 Boronide 400 Mercassium 400 Uridium
Build Point Cost 3000 BP
Wealth Cost 3000 Wealth
Size 2,000,000 tons
Workers 1 million
Base Production Allows cargo, fuel and ordnance transfer Reduces loading times

Spaceports serve as hubs for logistics in your colonies. Functionally, a Spaceport works as an Ordnance Transfer Station, Cargo Shuttle Station and Refuelling Hub, all in one. Any type of logistics operation can be performed on a colony with a Spaceport. Spaceports have the added benefit of reducing the time spent loading/unloading any type of cargo: a colony with a single Spaceport will have loading times halved, whilst one with two Spaceports will have it lowered to 1/3 of normal speed, and one with three Spaceports will have it lowered to 1/4, and so on. Be aware without a Spaceport or the corresponding facilities, ships cannot load/unload cargo, fuel, colonists, troops and ordnance.

One disadvantage to Spaceports is their high cost and size, making them very hard to transport and build. This usually means that only well developed colonies will have Spaceports, as the construction or transport of these installations can be quite difficult. Another disadvantage is that a single Spaceport will require 1 million workers, which are enough for 20 industrial facilities such as Mines and Construction Factories, making them hard to operate in small colonies or in worlds with high Colony Cost.

The load/unload rate is dictated by several technologies present in the Logistics section of the Research screen. It is initially 20 seconds per point of cargo, 6 minutes for each Maintenance Supply Point and 10 seconds for each colonist. Fuel is initially transfered at a rate of 50,000 liters per hour. Ordnance is initially transferred at a rate of 40 MSP (Missile Size Points) per hour.

Freighters do not require a Cargo Shuttle Bay to load/unload on colonies that have Spaceports. A Spaceport can service any amount of ships simultaneously.

Related Stuff

Civilian Movement of Installations

Basics

As in VB6, Civilians will still transport installations for player races. However, there are changes to the UI, the path finding and the costs for the this service.

In terms of cost, in VB6 the cost was a set fee of 10 wealth for multi-system transportation and 5 wealth for same system, regardless of freighter size.

In C# Aurora, the cost is: 5 x Number of Installations x Systems Travelled x (Installation Type Cargo Points / 25000)

So for a standard freighter (single cargo hold) transporting a construction factory to a destination four systems away, the cost would be 20 wealth. The calculation is 5 x 1 x 4 x (25,000 / 25,000).

Destinations in the same system as the start point count as half a system.

For path finding, civilian ships will use the same logic as transporting trade goods. They will search for player contracts before searching for trade goods. Note this means you can effectively commandeer civilian shipping for your own needs in an emergency, but doing so will disrupt normal civilian operations such as moving infrastructure.

Civilian Economy Tab

There is a Civilian Economy tab on the Economics window, which has three lists. To the left is a list of installations at the colony, the centre has a list of installations demanded and the right has a list of installations supplied. Above the centre list is a dropdown with all types of known installations. Above the right-hand list are the installations that the colony can supply. For both the latter lists, there is an Amount column, which is the amount Demanded or Supplied, and an Assigned Column, which is the number of the installations for which a freighter contract is already assigned (this is a sub-set of the Amount). The lists can be managed with the buttons below. Adding or editing will trigger a popup box so you can type in the amount required.

The screenshots below show: A colony in Zeta Herculis with Supply contracts for various installations. Most are already fully assigned. The Avalon colony with several Demand contracts. Again, most are already assigned. A civilian freighter has been assigned one of the above contracts and is en route to the pickup point. Note that Shipping Lines will show up on the Naval Organization window if desired, although you can't give them orders.

http://www.pentarch.org/steve/Screenshots/Contracts001.PNG

http://www.pentarch.org/steve/Screenshots/Contracts003.PNG

http://www.pentarch.org/steve/Screenshots/Contracts002.PNG

Date 03.03.2018

Combat Damage

Planetary Bombardment

In C# Aurora, populations can be attacked by missiles and energy weapons. However, because missile warheads are area-effect weapons, they are much more effective at destroying the civilian population and any installations.

Each installation type has a Target Size. The chance of each attack (either a missile or a single energy weapon) destroying an installation is equal to: Weapon Damage / Target Size.

For example, a construction factory has a Target Size of 20, so a 10cm laser fired from orbit would have a 15% chance to destroy the target (3 / 20). For the purposes of this check, missile warheads are treated as equal to 20x warhead strength. Therefore, a single 1 point warhead has a 100% chance to destroy a construction factory.

A single energy weapon can destroy only one target per hit. A missile warhead is applied until all damage is used.

Energy weapons now provide a way to destroy the industry and infrastructure of a target population, without causing radiation or using up ordnance. However, this will require considerable effort for a large population and consume maintenance supplies due to weapon failures. It will also bring you within range of any ground-based energy weapons. Of course, it will usually be more beneficial to conquer the planet and gain the installations instead of destroying them.

http://www.pentarch.org/steve/Screenshots/TargetSize.PNG

Date 07.04.2018

Ground Combat Collateral Damage

please refer to the Ground Combat page for further information

Spacemaster Changes to Installations

When in Spacemaster Mode, the Civilian Economy tab gains an extra dropdown and three extra buttons. These allow the Spacemaster to change the number of installations at a colony, or add new types. This replaces part of the functionality from the VB6 SM Modification window.

http://www.pentarch.org/steve/Screenshots/SMPopMod.PNG

Date 03.03.2018

Wealth Generation

For C# Aurora, wealth is produced only by workers in TN installations, simulating that wealth is more closely tied to industrial potential than total population. Each 1 million workers produces a baseline 100 wealth per annum, although this can be improved by a new Wealth Generation tech line that replaces the VB6 Civilian Economy tech. This wealth is generated regardless of whether the installation to which the workers are assigned is currently building or producing anything.

Financial Centres generate additional wealth equal to the tax from 250,000 workers (I may adjust this based on play test). Financial Centres can be transported to other colonies (unlike VB6). In addition to their other output, Conventional Factories function as 1/20th of a Financial Centre. It is also worth noting here that tax generation from shipping lines has been doubled for C# Aurora.

http://aurora2.pentarch.org/index.php?topic=8495.msg112448#msg112448 Date 31.01.2019]

Summary

Installations without Required Tech

Given the player starts with certain installations in a conventional start, it does not make sense to make additional construction of those installations dependent on Trans-Newtonian Theory. The full list of the installations that can be constructed before Trans-Newtonian Theory is researched is as follows:

  • Naval Shipyard Complex
  • Commercial Shipyard Complex
  • Research Facility
  • Spaceport
  • Ground Force Construction Complex
  • Military Academy
  • Naval Headquarters
  • Refuelling Station
  • Ordnance Transfer Station
  • Cargo Shuttle Station
  • Maintenance Facility
  • Financial Centre
  • Deep Space Tracking Station
  • Infrastructure

Date 26.10.2018

Worker Requirements

Workers are required to man a variety of facilities in C# Aurora. This is only required in game terms where there are sufficient workers to potentially require additional infrastructure in hostile conditions.

For example, an 'Automated Mine' does not have a worker requirement even though in reality it may have a small workforce for maintenance. In these cases, it is assumed the installation itself provides sufficient accommodation for the small workforce.

A secondary consideration here is micromanagement, in that it would not add to game play if every refuelling station or mass driver required the transportation and housing of a few hundred workers, but it would add additional micromanagement.

With that in mind, the following installations require workers.

  • 5,000 workers.
    • Forced Labour Construction Camp
    • Forced Labour Mining Camp.
  • 50,000 workers:
    • Construction Factory
    • Ordnance Factory
    • Fighter Factory
    • Fuel Refinery
    • Mine
    • Conventional Industry
    • Maintenance Facility
    • Financial Centre.
  • 250,000 workers:
    • Terraforming Installation
    • Genetic Modification Centre
  • 1,000,000 workers:
    • Ground Force Construction Facility
    • Research Facility
    • Spaceport.

Shipyard complexes will require 250 workers for each ton of capacity and commercial shipyards will require 25 workers for each ton of capacity.

The following installations do not require workers:

  • Infrastructure
  • Deep Space Tracking Station
  • Automated Mine
  • Military Academy
  • Sector Command
  • Mass Driver
  • Civilian Mining Complex
  • Refuelling Station
  • Naval Headquarters
  • Ordnance Transfer Station
  • Cargo Shuttle Station.