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(→‎Infrastructure: Expanded a bit on when infrastructure is necessary and what to do with it after terraforming ~~~~)
(Updating the page for 2.5.1)
 
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==Cargo Shuttle Station==
 
==Cargo Shuttle Station==
  
'''Load/Unload Cargo''': Part of the background in C# Aurora will be that large TN ships function only in space and cannot move any closer to planetary bodies than low orbit. Small craft below a limit of 500 tons, such as fighters and shuttles, are capable of landing on planets. Ship are built in orbit and habitats are assembled in orbit. Only fighters can be built on the ground.
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 300 Duranium
 +
| 300 Corbomite
 +
| 300 Boronide
 +
| 300 Mercassium
 +
|-
 +
!Build Point Cost
 +
| colspan="4" | 1200 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="4" | 1200 Wealth
 +
|-
 +
! Size
 +
| colspan="4" | 250,000 tons
 +
|-
 +
! Workers
 +
| colspan="4" | N/A
 +
|-
 +
! Base Production
 +
| colspan="4" | Allows cargo transfer
 +
|}
  
Because large ships cannot land on planets, a freighter or colony ship cannot load / unload unless it has at least one Cargo Shuttle Bay, or the target population has either a Spaceport or a Cargo Shuttle Station (new installation, 1200 BP). Spaceports and Cargo Shuttle Stations can service any number of ships simultaneously but they do not stack. In effect they count as a single Cargo Shuttle Bay for any ship at the population.
+
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.
  
All races start with conventional shuttles available for their cargo shuttle bays and stations. Conventional shuttles do not reduce loading time but do enable cargo deliveries to planets without Spaceports or Cargo Shuttle Stations. Three levels of advancement in shuttle technology are available.
+
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.
  
All bays and stations use the new shuttles once they are available.
+
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.
  
Base cargo load times have been reduced by about 45% for all situations (36s per cargo point to 20s per cargo point and 18s to 10s per colonist), which means a ship with a standard cargo bay and a single Cargo Shuttle Bay with TN Shuttle tech will take slightly longer than the same ship with a cargo handling system in VB6.
+
==Construction Factory==
  
This will affect troop transport in a different way and that will be covered in a separate post.
+
{| class="wikitable" style="text-align:center" |
[http://aurora2.pentarch.org/index.php?topic=8495.msg105591#msg105591 Date 10.12.2017]
+
|-
 +
! Mineral Cost
 +
| 60 Duranium
 +
| 60 Neutronium
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 120 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 120 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | 25,000 tons
 +
|-
 +
! Workers
 +
| colspan="2" | 50,000
 +
|-
 +
! Base Production
 +
| colspan="2" | 10 BP
 +
|}
  
'''Resupply''':
+
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 Centre|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.
In C# Aurora, resupply is no longer instant and ships cannot without cargo shuttles cannot exchange maintenance supplies in space. A ship can only resupply at a spaceport, a cargo shuttle station or from a ship with cargo shuttles.
 
  
Maintenance supplies are transferred at the rate of 10 per hour, multiplied by the number of cargo shuttle bays and the racial shuttle technology. Spaceports and cargo shuttle stations can resupply an unlimited number of ships simultaneously. However, the ships being resupplied must be stationary.
+
==Conventional Industries==
  
Resupply order types will be adjusted to deal with the new requirements. Maintenance supplies can be transferred by supply ships during each movement increment as time passes until the target ship has reached capacity (in the same way as underway replenishment of fuel).
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| colspan="6" | N/A
 +
|-
 +
!Build Point Cost
 +
| colspan="6" | N/A
 +
|-
 +
!Wealth Cost
 +
| colspan="6" | N/A
 +
|-
 +
! Size
 +
| colspan="6" | 25,000 tons
 +
|-
 +
! Workers
 +
| colspan="6" | 50,000
 +
|-
 +
! Base Production
 +
| 1 Construction BP
 +
| 0.5 Ordnance BP
 +
| 0.25 Fighter BP
 +
| 1.5 Mineral
 +
| 2000l of Fuel
 +
| 2.5 Wealth
 +
|}
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg109593#msg109593 Date 02.09.2018]
+
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.
  
==Construction Factories==
+
{| class="wikitable" style="text-align:center" |
 +
|+ Costs of Converting Conventional Industry
 +
|-
 +
! To Construction Factory
 +
| 10 Duranium
 +
| 10 Neutronium
 +
| 20 Wealth
 +
| 20 BP
 +
|-
 +
! To Fighter Factory
 +
| 20 Vendarite
 +
| 20 Wealth
 +
| colspan="2" | 20 BP
 +
|-
 +
! To Financial Centre
 +
| 20 Corbomite
 +
| 20 Wealth
 +
| colspan="2" | 20 BP
 +
|-
 +
! To Fuel Refinery
 +
| 20 Boronide
 +
| 20 Wealth
 +
| colspan="2" | 20 BP
 +
|-
 +
! To Mine
 +
| 20 Corundium
 +
| 20 Wealth
 +
|" colspan="2" | 20 BP
 +
|-
 +
! To Ordnance Factory
 +
| 20 Tritanium
 +
| 20 Wealth
 +
| colspan="2" | 20 BP
 +
|}
  
The rules on construction factories building spacecraft are changing in C# Aurora. Any class with a Structural Shell instead of armour is classed as a Space Station.
+
==Deep Space Tracking Stations==
 
 
Space Stations can be built by construction factories at any population that includes a Spaceport. Note this means you no longer need an orbital habitat in order to use construction factories, which means you can create huge deep space logistical bases, terraforming stations or small observation platforms, or anything in between, using construction factories.
 
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780 23.02.2018]
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 100 Duranium
 +
| 200 Uridium
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 300 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 300 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | 25,000 tons
 +
|-
 +
! Workers
 +
| colspan="2" | N/A
 +
|-
 +
! Base Production
 +
| colspan="2" | 250 Passive Sensor Strength
 +
|}
  
==Conventional Industries==
+
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:
  
In VB6 Aurora, Conventional Industry provides the same output as 0.1 construction factories, 0.05 refineries and 0.1 mines.
+
Detection Range = SQRT(Passive Sensor Strength * Target Signature ) * 250,000 km
  
For C# Aurora, Conventional Industry provides the same output as 0.1 construction factories, 0.05 ordnance factories, 0.025 fighter factories, 0.05 refineries and 0.15 mines.
+
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.
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg110647#msg110647 Date 26.10.2018]
+
==Financial Centres==
 
 
Workers in Conventional Factories do not produce wealth.
 
  
Conventional Factories function as 1/10th of a Financial Centre. Conventional Factories can be converted to Financial Centres at a cost of 20 BP, using 10 Corbomite and 10 Uridium.
+
{| class="wikitable" style="text-align:center" |
[http://aurora2.pentarch.org/index.php?topic=8495.msg112448#msg112448 Date 02.02.2019]
+
|-
 +
! Mineral Cost
 +
| 120 Corbomite
 +
|-
 +
!Build Point Cost
 +
| 120 BP
 +
|-
 +
!Wealth Cost
 +
| 120 Wealth
 +
|-
 +
! Size
 +
| 25,000 tons
 +
|-
 +
! Workers
 +
| 50,000
 +
|-
 +
! Base Production
 +
| 25 Wealth
 +
|}
  
==Deep Space Tracking Stations==
+
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.
  
The C# Aurora passive sensor model substantially improves small passive sensors, particularly against small signatures, while dramatically reducing the benefits of creating large numbers of deep space tracking stations.
+
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.
[http://aurora2.pentarch.org/index.php?topic=8495.msg103085#msg103085 Date 11.06.2017]
 
  
==Financial Centres==
+
==Forced Labour Construction Camp ==
  
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).
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 20 Duranium
 +
| 20 Neutronium
 +
| 100,000 Population
 +
|-
 +
!Build Point Cost
 +
| colspan="3" | 40 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="3" | 40 Wealth
 +
|-
 +
! Size
 +
| colspan="3" | 100,000 tons
 +
|-
 +
! Workers
 +
| colspan="3" | 5,000
 +
|-
 +
! Base Production
 +
| colspan="3" | 10 BP
 +
|}
  
Conventional Factories can be converted to Financial Centres at a cost of 20 BP, using 10 Corbomite and 10 Uridium.  
+
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.
  
*5) Financial centres grow in importance and have more of a wealth impact (in relative terms) compared to VB6.
+
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.  
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg112448#msg112448 Date 03.02.2019]
+
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.
  
New Trans-Newtonian Races will start with a number of financial centres equal to one quarter of the number of construction factories.
+
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.
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg112977#msg112977 Date 02.03.2019]
+
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 Camps==
+
==Forced Labour Mining Camp==
  
As part of the ground combat overhaul, Forced Labour ground units will be removed. They will be replaced by two new installations; the Forced Labour Construction Camp and the Forced Labour Mining Camp. These each cost 40 BP to build and have the same output as a construction factory and a mine respectively. Transport size is 100,000 cargo points, or 4x that of a construction factory.
+
{| class="wikitable" style="text-align:center" |
+
|-
Forced Labour Camps can be built at any population, not just occupied ones. However, they consume 100,000 population and instantly cause 5 points of unrest. Once built they only require 5000 population to man them (serving as overseers), as the bulk of the workers, plus associated basic survival-level infrastructure, is provided during construction.
+
! Mineral Cost
+
| 20 Duranium
This installation has a few different uses. Making an conquered population productive is one, as you can build three of these for a single construction factory or mine cost, offsetting much of the production modifier penalty for occupation status. You can achieve more overall production in one of your own colonies for lower cost, if you are prepared to accept the unrest penalty, or you can build these in occupied populations and ship them to your own colonies.
+
| 20 Corundium
 +
| 100,000 Population
 +
|-
 +
!Build Point Cost
 +
| colspan="3" | 40 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="3" | 40 Wealth
 +
|-
 +
! Size
 +
| colspan="3" | 100,000 tons
 +
|-
 +
! Workers
 +
| colspan="3" | 5,000
 +
|-
 +
! Base Production
 +
| colspan="3" | 10 Minerals
 +
|}
  
Finally, because they have a minimal requirement for a supporting population, you can move them to a hostile world using only a small amount of infrastructure for the overseers. In effect, you can create the Dilithium mines of Rura Penthe if you wish. There are role-playing consequences, as you may not want to play the type of empire that convert its citizens into slaves and sends them to mine asteroids.
+
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.
  
Labour Camps are affected by all the production modifiers that affect construction factories and mines (such as radiation, unrest, economic and political modifiers, etc.), although their cheap build cost allows you to offsets these modifiers with triple production. The transport requirement take into account the number of integral workers and supporting infrastructure. However, you could ship the potential workers as colonists (in a quarter of the tonnage) and create the Forced Labour Camp at the desired location.
+
==Genetic Modification Centre==
  
While Labour Camps might seem low cost and tempting, they do have drawbacks. The large transport size means you could use the same freighter lift for 4x as many mines or construction factories. In addition, the 100,000 population cost is actually much higher in reality as you lose all the potential future growth & wealth provided by that population. They will be suitable in certain situations though; where you need to ramp up production and have excess population to support it, if you don't want to wait for a conquered population to improve its political status or you need a fast way of producing an equivalent to automated mines.
+
{| class="wikitable" style="text-align:center" |
+
|-
The unrest penalty for creation might be a little low so I will see how that works in play-test.
+
! Mineral Cost
[http://aurora2.pentarch.org/index.php?topic=8495.msg105681#msg105681 Date 20.12.2017]
+
| 300 Duranium
 +
| 1200 Corbomite
 +
| 600 Boronide
 +
| 300 Mercassium
 +
|-
 +
!Build Point Cost
 +
| colspan="4" | 2400 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="4" | 2400 Wealth
 +
|-
 +
! Size
 +
| colspan="4" | 500,000 tons
 +
|-
 +
! Workers
 +
| colspan="4" | 250,000
 +
|-
 +
! Base Production
 +
| colspan="4" | 500,000 colonists/year
 +
|}
  
Workers in Conventional Factories and Forced Labour Camps do not produce wealth.  
+
Genetic Modification Centres allow the colony to convert the colonists inside from their base species to modified ones. The converted colonists will be moved into the colony of their new species; if that colony doesn't exist, it will be automatically created. Already modified species can't be modified further.  
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg112448#msg112448 Date 31.01.2019]
+
The modifications can include base gravity level, base oxygen level and base temperature and temperature range. These baselines affect the range of environments available to colonists, so, for example, reducing base gravity level will also reduce lower and upper bounds of 'habitable' gravity of the species.
  
==Genetic Modification Centre==
+
Once the modified species have been researched, the player can choose to convert the base species via a dropdown in the bottom of Industry tab in the Economics window. The centres can also be turned on or off from there, much like fuel and MSP production.
  
Genetic Modification Centres now produce one million conversions per year (250k in VB6). They also require 250,000 workers (zero in VB6).
+
==Ground Forces Construction Complex==
[http://aurora2.pentarch.org/index.php?topic=8495.msg110521#msg110521 date 20.10.2018]
 
  
==Ground Forces Construction Complex==
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 1200 Duranium
 +
| 1200 Neutronium
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 2400 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 2400 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | 500,000 tons
 +
|-
 +
! Workers
 +
| colspan="2" | 1 million
 +
|-
 +
! Base Production
 +
| colspan="2" | 250 Ground Unit BP
 +
|}
  
For C# Aurora, the Ground Force Training Facility becomes the Ground Force Construction Complex. They remain the same size as a research facility and now require one million population to operate.
+
Ground Forces Construction Complexes are responsible for the construction of ground forces. 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 build rate for the complex starts at 250 BP per year and can be increased through research. For example, 500 BP per year is 8000 Research Points and 1000 BP per year is 60,000 Research points.
+
The construction speed of ground units can be increased by the Ground Formation Construction Rate technology in the Ground Combat section the Research screen.
  
These changes reflects the amount of effort that will be required to construct, train and support the new ground forces.
+
Do take in account that whilst the Ground Forces Construction Complexes require Duranium and Neutronium to build, actual ground units require Vendarite.
  
http://aurora2.pentarch.org/index.php?topic=8495.msg110520#msg110520 Date 27.01.2019]
+
As of version 2.2 they no longer build formations independently of each other, instead pooling their production together like other types of factories.
  
 
==Infrastructure==
 
==Infrastructure==
 +
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 1 Duranium
 +
| 1 Mercassium
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 2 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 2 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | 2,500 tons
 +
|-
 +
! Workers
 +
| colspan="2" | N/A
 +
|-
 +
! Base Production
 +
| colspan="2" | N/A
 +
|}
  
Infrastructure is required for population to live on a standard gravity colony, which has a non-zero Colony Cost. On the Economics tab for the given colony, the "Infrastructure per Million Population" will be the Colony Cost * 100. For example, for a colony cost 2.00 world you need 200 infrastructure per 1m population.
+
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.
  
For a world marked "LG" for Log Gravity, Low Gravity Infrastructure is needed instead.
+
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.
  
If a world reduces its Colony Cost (through [[C-Terraforming|Terraforming]]), the amount of population will thus increase until the Colony Cost hits 0.0, at which point Infrastructure is no longer required on this colony. Thus the infratructure on a terraformed colony can be transported to other colonies (or offered for transportation via the [[C-Civilian Economy|Civilian Economy]]).
+
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====
 
====Low Gravity Infrastructure====
  
Underground Infrastructure is replaced with Low Gravity Infrastructure (or LG-Infrastructure). This will be built and transported in the same way as regular infrastructure, except it will be more expensive - probably 6 BP instead of 2 BP.
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 1 Duranium
 +
| 2 Boronide
 +
| 1 Mercassium
 +
|-
 +
!Build Point Cost
 +
| colspan="3" | 4 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="3" | 4 Wealth
 +
|-
 +
! Size
 +
| colspan="3" | 2,500 tons
 +
|-
 +
! Workers
 +
| colspan="3" | N/A
 +
|-
 +
! Base Production
 +
| colspan="3" | N/A
 +
|}
  
Any low gravity bodies (below the minimum gravity of the colonising species) will now have a normal colony cost calculation (based on atmosphere, temperature, pressure, etc.) and an 'LG' suffix will be added. For any bodies with an LG suffix, the maximum supported population will be based on the available LG-Infrastructure.
+
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.
  
For a colony cost 2.00(LG) world, you will need 200 LG-Infrastructure per 1m population and normal infrastructure will have no effect.
+
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.
  
Both normal infrastructure and LG-Infrastructure can be used on a world with gravity in the tolerable range. Worlds with gravity above max species gravity will not be colonizable.
+
==Maintenance Facility==
 +
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 30 Duranium
 +
| 30 Neutronium
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 60 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 60 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | 2,500 tons
 +
|-
 +
! Workers
 +
| colspan="2" | 50,000
 +
|-
 +
! Base Production
 +
| 1000 Maintenance Capacity
 +
| 20 MSP
 +
|}
  
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 .
+
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.
  
I believe this change will maintain the concept of colonising low gravity bodies at a higher cost but will be a lot cleaner and easier.
+
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.
[http://aurora2.pentarch.org/index.php?topic=8495.msg88743#msg88743 Date 06.12.2018]
 
  
==Maintenance Facilities==
+
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.
  
'''Basics'''
+
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.
  
please refer to [[C-Ship-Maintenance]]
+
==Military Academy==
  
'''Box Launcher Reloading'''
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 1200 Duranium
 +
| 300 Corbomite
 +
| 300 Tritanium
 +
| 300 Uridium
 +
| 300 Corundium
 +
|-
 +
!Build Point Cost
 +
| colspan="5" | 2400 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="5" | 2400 Wealth
 +
|-
 +
! Size
 +
| colspan="5" | 500,000 tons
 +
|-
 +
! Workers
 +
| colspan="5" | N/A
 +
|-
 +
! Base Production
 +
| colspan="3" | 1000 Crew
 +
| colspan="2" | 5 Leaders
 +
|}
  
In VB6 Aurora, box launchers can be reloaded in a hangar or at maintenance facilities. For C# Aurora, box launchers can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub).
+
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 Administrators are all recruited from Military Academies; each academy built generates five Commanders in a year, with a normal distribution of 64% being Naval Officers, 28% being Ground Officers, 4% being Civilian Administrators and 4% 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, 8% for an Administrator Commandant and 8% for a Scientist Commandant.  
  
Because of the changes to maintenance facilities in C# Aurora, it will be a lot easier to forward deploy facilities for full-size warships, both on planets and in space, which would increase the potential of box launchers if they could still use those facilities to reload, especially given they are immediately available in C#. The introduction of ordnance-specific facilities for C# provides a good alternative.
+
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.
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg109127#msg109127 Date 28.07.2018]
+
For Scientist Commandants, a roll is made with a 25% chance whenever a Scientist graduates, if that roll is successful, that scientist will be of the same field as the Commandant.
  
==Military Academy==
+
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.
  
Commanders can be assigned as an Academy Commandant on any population with at least one military academy. Any type of commander can be assigned with the following restrictions:
+
==Naval Headquarters==
  
*1) A civilian administrator must have an Admin Rating equal or greater than the number of military academies at the population
+
{| class="wikitable" style="text-align:center" |
*2) A scientist must have a Research Administration rating (new bonus for C# which is the max number of labs) at least five times the number of military academies at the population
+
|-
*3) A naval or ground forces officer must have a rank (with 1 being the lowest rank) at least equal to the number of military academies
+
! Mineral Cost
 +
| 400 Boronide
 +
| 400 Mercassium
 +
| 400 Uridium
 +
|-
 +
!Build Point Cost
 +
| colspan="3" | 1200 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="3" | 1200 Wealth
 +
|-
 +
! Size
 +
| colspan="3" | 500,000 tons
 +
|-
 +
! Workers
 +
| colspan="3" | N/A
 +
|-
 +
! Base Production
 +
| colspan="3" | N/A
 +
|}
  
The normal distribution of new commander types from the academy is 60% Naval, 25% ground, 8% Admin, 7% Scientist.  
+
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.
  
While a Commandant is assigned, a check is made to see if an commander of the same type as the Commandant is generated. If the check fails, the normal distribution is followed. The chance is 14% for a Scientist Commandant to generate a Scientist, 16% for an Administrator Commandant to generate an Administrator, 40% for a Ground Forces Commandant to generate a ground forces officer and 80% for a Naval Commandant to generate a naval officer.
+
The Patrol and Survey types of Admin Command have double the effective range of other Admin Command types.
  
When a new commander is generated, a check is made to see which bonuses he receives. If the Commandant has at least 20% in any percentage-based bonus or 150 for crew training / ground unit training, all commanders graduating from the academy at that population will take two rolls for each qualifying bonus, and use the higher of the two results. If the Commandant is a scientist, there is a 25% chance any scientist from that academy will have the same research specialisation. If that check fails, the research specialisation will be chosen randomly (as normal).
+
==Ordnance Factory==
 
 
This new rule should allow specialisation of academies on different worlds. Don't forget that you can set up a military academy on any colony, not just those with a population.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg104092#msg104092 Date 06.09.2017]
 
 
 
==Naval Headquarter==
 
 
 
An Admin Command can be created at a population with a Naval Headquarters (a new installation). Each level of a Naval Headquarters costs 1200 BP and can be moved with the same cargo requirement as a research facility. Naval Headquarters function in a similar way to Sector Commands, with each doubling of the level adding +1 to the command radius. ''For example, level 1 has a Radius of 1, level 2 has a radius of 2, level 4 has a radius of 3, level 8 has a radius of 4, etc..'' The command radius of the Admin Command is based on the Naval Headquarters in which it is based (with modifications for certain types of Admin Command). A single Naval Headquarters can support multiple Admin Commands.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg103849#msg103849 Date 01.08.2018]
 
  
==Ordnance Factory==
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! 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
 +
|}
  
[[C-Missiles#Fighter Pods for Ground Combat|Fighter Pods]] are ordnance, in exactly the same way as missiles. They are built by ordnance factories, transported in magazines and loaded onto fighters.
+
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).
[http://aurora2.pentarch.org/index.php?topic=8495.msg109885#msg109885 Date 22.09.2018]]
 
  
 
==Ordnance Transfer Station==
 
==Ordnance Transfer Station==
  
In C# Aurora, transferring ordnance is no longer instant and ships without specialised equipment cannot exchange ordnance in space. A ship can only receive ordnance at a Spaceport, an Ordnance Transfer Station, a ship with a Ordnance Transfer System, a base with a Ordnance Transfer Hub or in a military hangar bay. Spaceports, Ordnance Transfer Stations or Ordnance Transfer Hubs will always use the highest tech ordnance transfer rate and can transfer ordnance to or from an unlimited number of ships simultaneously. However, the ships involved must be stationary.
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 300 Duranium
 +
| 900 Boronide
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 1200 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 1200 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | 250,000 tons
 +
|-
 +
! Workers
 +
| colspan="2" | N/A
 +
|-
 +
! Base Production
 +
| colspan="2" | Allows ordnance transfer
 +
|}
  
Ordnance Transfer Stations are a new installation with a cost of 1200 BP. They do not require workers and can be moved by freighters. They have a transport size equal to 10 factories. Essentially, they are a cut-down version of a spaceport intended to facilitate ordnance transfer in forward areas, transferring ordnance between the surface of a planet and ships in orbit. They have no bonuses for loading or unloading cargo.
+
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.
[http://aurora2.pentarch.org/index.php?topic=8495.msg104195#msg104195 Date 17.09.2017]
 
  
 +
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.
  
The existing 'Load Ordnance from Colony' order will remain but can only be used at colonies that have either a Spaceport or an Ordnance Transfer Station. On arrival, the fleet will receive ordnance until all its magazines are full, or the colony runs out of appropriate ordnance. All ships in the fleet will be receive ordnance, including colliers. Once completed, the fleet will move on to its next order. Multiple spaceports or ordnance transfer stations at the colony will not increase the rate of ordnance transfer.
+
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.
  
The 'Unload Ordnance to Colony' order also remains but can only be used at colonies that have either a Spaceport or an Ordnance Transfer Station.
+
==Refuelling Station==
 
 
Any order involving the transfer of ordnance to or from a colony or ordnance transfer hub will use the current racial ordnance transfer tech to determine the rate of transfer.
 
 
 
Note this means that significantly more planning will be required in this version of Aurora to ensure missile-armed ships can be reloaded at the frontier. It will no longer be possible to dump ordnance on the nearest available rock. Colonies will require a spaceport or an ordnance transfer station before they can support missile-armed fleets.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg104196#msg104196 Date 16.07.2018]
 
  
 +
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 300 Duranium
 +
| 900 Boronide
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 1200 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 1200 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | 250,000 tons
 +
|-
 +
! Workers
 +
| colspan="2" | N/A
 +
|-
 +
! Base Production
 +
| colspan="2" | Allows fuel transfer
 +
|}
  
For C# Aurora, '''box launchers''' can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).
+
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.
[http://aurora2.pentarch.org/index.php?topic=8495.msg109127#msg109127 Date 28.07.2018]
 
  
==Planetary Defence Center==
+
The technologies that control the rate at which fuel is transferred are the "Refuelling System" line in the Logistics section of the Research screen, the technology starts at a base level of 50,000 liters per hour. A Refuelling Station can refuel any amount of ships simultaneously.
Planetary Defence Centres (essentially a ground-based ship) will not exist in C# Aurora. They will be replaced by a much more detailed ground-combat system, including ground units capable of engaging ships within energy range of the planet.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg105772#msg105772 Date 26.12.2017]
 
  
==Refuelling Station==
+
==Research Facility==
  
Refuelling Stations are a new installation with a cost of 1200 BP. They do not require workers and can be moved by freighters. They have a transport size equal to 10 factories. Essentially, they are a cut-down version of a spaceport intended to facilitate refuelling in forward areas, transferring fuel from the surface of a planet to the waiting ships. They have no bonuses for loading or unloading cargo. A ship can only refuel at a Spaceport, a Refuelling Station, a ship with a Refuelling System or a base with a Refuelling Hub. Spaceports, Refuelling Stations or Refuelling Hubs will always use the highest tech refuelling rate and can refuel an unlimited number of ships simultaneously. However, the ships being refuelled must be stationary.
+
{| class="wikitable" style="text-align:center" |
[http://aurora2.pentarch.org/index.php?topic=8495.msg97525#msg97525 Date 20.07.2017]
+
|-
 +
! Mineral Cost
 +
| 1200 Duranium
 +
| 1200 Mercassium
 +
|-
 +
!Build Point Cost
 +
| colspan="4" | 2400 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="4" | 2400 Wealth
 +
|-
 +
! Size
 +
| colspan="4" | 500,000 tons
 +
|-
 +
! Workers
 +
| colspan="4" | 1,000,000
 +
|-
 +
! Base Production
 +
| colspan="4" | 200 RP
 +
|}
  
The existing 'Refuel from Colony' will remain but can only be used at colonies that have either a Spaceport or a Refuelling Station. On arrival, the fleet will be refuelled until all its tanks are fuel, or the colony runs out of fuel. All ships in the fleet will be refuelled, including tankers. Once completed, the fleet will move on to its next order. Multiple spaceports or refuelling stations at the colony will not increase the rate of refuelling.
+
A Research Lab is a planetary facility where Research projects are performed by lead scientists, they are necessary for advancing your empire's theoretical knowledge as well as resulting in practical applications.
  
The 'Unload 90% Fuel to Colony' order now becomes 'Transfer Fuel to Colony'. Any class designated as a tanker can transfer fuel to any colony with either a spaceport or a refuelling station. The transfer is done at the refuelling rate of the tanker. If multiple tankers are in the fleet, they can transfer fuel simultaneously. Note this means that more planning will be needed in this version of Aurora to ensure fleets can be refuelled at the frontier. It will no longer be possible to dump fuel on the nearest available rock. Colonies will require a spaceport or a refuelling station before they can support fleets.
+
When in use, each research lab produces the racial research rate per year modified by the assigned lead scientist's research bonus. A scientist working within his or her field quadruples his or her bonus.
[http://aurora2.pentarch.org/index.php?topic=8495.msg98036#msg98036 Date 01.07.2018]
 
  
 
==Shipyards==
 
==Shipyards==
  
Shipyards in VB6 require one million workers as a base, plus 100 workers for each ton of capacity in naval shipyards and 10 workers for each ton of capacity in commercial shipyards.
+
{| class="wikitable" style="text-align:center" |
 +
|-
 +
! Mineral Cost
 +
| 1200 Duranium
 +
| 1200 Neutronium
 +
|-
 +
!Build Point Cost
 +
| colspan="2" | 2400 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="2" | 2400 Wealth
 +
|-
 +
! Size
 +
| colspan="2" | N/A
 +
|-
 +
! Workers
 +
| colspan="2" | Varies
 +
|-
 +
! Base Production
 +
| colspan="2" | Allows the construction of ships
 +
|}
  
For C#, the base requirement is removed. Instead, naval shipyards will require 250 workers for each ton of capacity and commercial shipyards will require 25 workers for each ton of capacity. This is intended to bring shipyards in line with other major industry sectors such as construction factories, mines and research facilities
+
Shipyards are the installations required to construct space-going ships in Aurora. There are three types of shipyards: Commercial, Naval and Repair Yards. 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.
  
As an example, here are the shipyards from my current test campaign with the old and new requirements:
+
Repair Yards have the same cost and worker requirements as Commercial shipyards, and are able to work on both Commercial and Military ships, but they can only repair and scrap ships.
  
http://www.pentarch.org/steve/Screenshots/SYWorkers.PNG
+
Each Naval Shipyard requires 250 workers per ton of capacity, whilst Commercial Shipyards and Repair Yards require 25 workers for every ton of capacity.
  
[http://aurora2.pentarch.org/index.php?topic=8495.msg112323#msg112323 Date 27.01.2019]
+
Do note that Shipyards cannot be transferred with Freighters, but must be towed with a Tug capable ship.
  
for changes in the shipyard-tasks see [[C-Shipyard Tasks]]
+
For explanation on specific Shipyard mechanics, see [[C-Shipyards|the page for C# Shipyards.]]
  
 
==Spaceport==
 
==Spaceport==
  
A ship can only '''refuel''' at a Spaceport, a Refuelling Station, a ship with a Refuelling System or a base with a Refuelling Hub. Spaceports, Refuelling Stations or Refuelling Hubs will always use the highest tech refuelling rate and can refuel an unlimited number of ships simultaneously. However, the ships being refuelled must be stationary. Spaceports have doubled in cost to 2400 BP (new 3600) but can now be moved by freighters. They are equal to four research facilities for transport purposes (or 80 factories). They retain their existing bonuses to loading and unloading cargo.
+
{| class="wikitable" style="text-align:center" |
[http://aurora2.pentarch.org/index.php?topic=8495.msg97525#msg97525 Date 20.07.2017]
+
|-
 +
! Mineral Cost
 +
| 400 Duranium
 +
| 400 Corbomite
 +
| 1400 Boronide
 +
| 400 Mercassium
 +
| 400 Uridium
 +
|-
 +
!Build Point Cost
 +
| colspan="5" | 3000 BP
 +
|-
 +
!Wealth Cost
 +
| colspan="5" | 3000 Wealth
 +
|-
 +
! Size
 +
| colspan="5" | 2,000,000 tons
 +
|-
 +
! Workers
 +
| colspan="5" | 1 million
 +
|-
 +
! Base Production
 +
| colspan="3" | Allows cargo, fuel and ordnance transfer
 +
| colspan="2" | Reduces loading times
 +
|}
  
The existing 'Refuel from Colony' will remain but can only be used at colonies that have either a Spaceport or a Refuelling Station. On arrival, the fleet will be refuelled until all its tanks are fuel, or the colony runs out of fuel. All ships in the fleet will be refuelled, including tankers. Once completed, the fleet will move on to its next order. Multiple spaceports or refuelling stations at the colony will not increase the rate of refuelling.
+
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.
  
The 'Unload 90% Fuel to Colony' order now becomes 'Transfer Fuel to Colony'. Any class designated as a tanker can transfer fuel to any colony with either a spaceport or a refuelling station. The transfer is done at the refuelling rate of the tanker. If multiple tankers are in the fleet, they can transfer fuel simultaneously. Note this means that more planning will be needed in this version of Aurora to ensure fleets can be refuelled at the frontier. It will no longer be possible to dump fuel on the nearest available rock. Colonies will require a spaceport or a refuelling station before they can support fleets.
+
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.
[http://aurora2.pentarch.org/index.php?topic=8495.msg98036#msg98036 Date 01.07.2018]
 
  
 +
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.
  
A ship can only '''receive ordnance''' at a Spaceport, an Ordnance Transfer Station, a ship with a Ordnance Transfer System, a base with a Ordnance Transfer Hub or in a military hangar bay. Spaceports, Ordnance Transfer Stations or Ordnance Transfer Hubs will always use the highest tech ordnance transfer rate and can transfer ordnance to or from an unlimited number of ships simultaneously. However, the ships involved must be stationary.
+
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.
 
 
Spaceports have '''increased in cost to 3600 BP''' but can now be '''moved by freighters'''. They are equal to four research facilities for transport purposes (or 80 factories). They retain their existing bonuses to loading and unloading cargo.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg104195#msg104195 Date 17.09.2017]
 
 
 
The existing 'Load Ordnance from Colony' order will remain but can only be used at colonies that have either a Spaceport or an Ordnance Transfer Station. On arrival, the fleet will receive ordnance until all its magazines are full, or the colony runs out of appropriate ordnance. All ships in the fleet will be receive ordnance, including colliers. Once completed, the fleet will move on to its next order. Multiple spaceports or ordnance transfer stations at the colony will not increase the rate of ordnance transfer.
 
 
 
The 'Unload Ordnance to Colony' order also remains but can only be used at colonies that have either a Spaceport or an Ordnance Transfer Station.
 
 
 
Any order involving the transfer of ordnance to or from a colony or ordnance transfer hub will use the current racial ordnance transfer tech to determine the rate of transfer.
 
 
 
Note this means that significantly more planning will be required in this version of Aurora to ensure missile-armed ships can be reloaded at the frontier. It will no longer be possible to dump ordnance on the nearest available rock. Colonies will require a spaceport or an ordnance transfer station before they can support missile-armed fleets.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg104196#msg104196 Date 16.07.2018]
 
 
 
 
 
For C# Aurora, '''box launchers''' can only be reloaded in a hangar, or at an Ordnance Transfer Point (a Spaceport, Ordnance Transfer Station or Ordnance Transfer Hub). Reloading at an Ordnance Transfer Point is 10x slower than in a hangar (similar to the penalty for maintenance facilities in VB6 Aurora).
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg109127#msg109127 Date 28.07.2018]
 
 
 
 
 
'''Load/Unload Cargo''':
 
Part of the background in C# Aurora will be that large TN ships function only in space and cannot move any closer to planetary bodies than low orbit. Small craft below a limit of 500 tons, such as fighters and shuttles, are capable of landing on planets. Ship are built in orbit and habitats are assembled in orbit. Only fighters can be built on the ground.
 
 
 
Because large ships cannot land on planets, a freighter or colony ship cannot load / unload unless it has at least one Cargo Shuttle Bay, or the target population has either a Spaceport or a Cargo Shuttle Station (new installation, 1200 BP). Spaceports and Cargo Shuttle Stations can service any number of ships simultaneously but they do not stack. In effect they count as a single Cargo Shuttle Bay for any ship at the population.
 
 
 
All races start with conventional shuttles available for their cargo shuttle bays and stations. Conventional shuttles do not reduce loading time but do enable cargo deliveries to planets without Spaceports or Cargo Shuttle Stations. Three levels of advancement in shuttle technology are available.
 
 
 
All bays and stations use the new shuttles once they are available.
 
 
 
Base cargo load times have been reduced by about 45% for all situations (36s per cargo point to 20s per cargo point and 18s to 10s per colonist), which means a ship with a standard cargo bay and a single Cargo Shuttle Bay with TN Shuttle tech will take slightly longer than the same ship with a cargo handling system in VB6.
 
 
 
This will affect troop transport in a different way and that will be covered in a separate post.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg105591#msg105591 Date 10.12.2017]
 
 
 
 
 
'''Resupply''':
 
In C# Aurora, resupply is no longer instant and ships cannot without cargo shuttles cannot exchange maintenance supplies in space. A ship can only resupply at a spaceport, a cargo shuttle station or from a ship with cargo shuttles.
 
 
 
Maintenance supplies are transferred at the rate of 10 per hour, multiplied by the number of cargo shuttle bays and the racial shuttle technology. Spaceports and cargo shuttle stations can resupply an unlimited number of ships simultaneously. However, the ships being resupplied must be stationary.
 
 
 
Resupply order types will be adjusted to deal with the new requirements. Maintenance supplies can be transferred by supply ships during each movement increment as time passes until the target ship has reached capacity (in the same way as underway replenishment of fuel).
 
 
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg109593#msg109593 Date 02.09.2018]
 
 
 
 
 
 
 
'''Space Stations''' can be built by construction factories at any population that includes a Spaceport. Note this means you no longer need an orbital habitat in order to use construction factories, which means you can create huge deep space logistical bases, terraforming stations or small observation platforms, or anything in between, using construction factories.
 
 
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg106780#msg106780 23.02.2018]
 
  
 
=Related Stuff=
 
=Related Stuff=
Line 368: Line 738:
 
* Financial Centre
 
* Financial Centre
 
* Deep Space Tracking Station
 
* Deep Space Tracking Station
*Infrastructure
+
* Infrastructure
  
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg110644#msg110644 Date 26.10.2018]
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg110644#msg110644 Date 26.10.2018]
Line 402: Line 772:
 
** Spaceport.
 
** Spaceport.
  
'''Shipyard''' complexes will require 250 workers for each ton of capacity and commercial shipyards will require 25 workers for each ton of capacity.  
+
'''Shipyard''' complexes will require 250 workers for each ton of capacity and commercial shipyards and repair yards will require 25 workers for each ton of capacity.  
  
 
The following installations do '''not require workers''':
 
The following installations do '''not require workers''':
Line 416: Line 786:
 
* Naval Headquarters
 
* Naval Headquarters
 
* Ordnance Transfer Station
 
* Ordnance Transfer Station
*Cargo Shuttle Station.
+
* Cargo Shuttle Station.

Latest revision as of 03:00, 14 March 2024

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 500,000 colonists/year

Genetic Modification Centres allow the colony to convert the colonists inside from their base species to modified ones. The converted colonists will be moved into the colony of their new species; if that colony doesn't exist, it will be automatically created. Already modified species can't be modified further.

The modifications can include base gravity level, base oxygen level and base temperature and temperature range. These baselines affect the range of environments available to colonists, so, for example, reducing base gravity level will also reduce lower and upper bounds of 'habitable' gravity of the species.

Once the modified species have been researched, the player can choose to convert the base species via a dropdown in the bottom of Industry tab in the Economics window. The centres can also be turned on or off from there, much like fuel and MSP production.

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. 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.

As of version 2.2 they no longer build formations independently of each other, instead pooling their production together like other types of factories.

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 Administrators are all recruited from Military Academies; each academy built generates five Commanders in a year, with a normal distribution of 64% being Naval Officers, 28% being Ground Officers, 4% being Civilian Administrators and 4% 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, 8% for an Administrator Commandant and 8% 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 successful, 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, the technology starts at a base level of 50,000 liters per hour. A Refuelling Station can refuel any amount of ships simultaneously.

Research Facility

Mineral Cost 1200 Duranium 1200 Mercassium
Build Point Cost 2400 BP
Wealth Cost 2400 Wealth
Size 500,000 tons
Workers 1,000,000
Base Production 200 RP

A Research Lab is a planetary facility where Research projects are performed by lead scientists, they are necessary for advancing your empire's theoretical knowledge as well as resulting in practical applications.

When in use, each research lab produces the racial research rate per year modified by the assigned lead scientist's research bonus. A scientist working within his or her field quadruples his or her bonus.

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 three types of shipyards: Commercial, Naval and Repair Yards. 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.

Repair Yards have the same cost and worker requirements as Commercial shipyards, and are able to work on both Commercial and Military ships, but they can only repair and scrap ships.

Each Naval Shipyard requires 250 workers per ton of capacity, whilst Commercial Shipyards and Repair Yards 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 and repair yards 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.