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Sol System

Sol System Changes

  • 1) Salacia and 2007 OR10 upgraded to dwarf planet status. They are large enough and I am sure this will be confirmed at some point.
  • 2) Added 2017 MB7. Asteroid/Comet with furthest known orbit.
  • 3) C/2017 K2: Non-periodic comet
  • 4) Oumuamua: Interstellar object but treated as extreme distance comet heading outwards
  • 5) 2017 UV43: Centaur.
  • 6) 2015 RR245: 700 km diameter Trans-Neptunian object (TNO)
  • 7) 2015 KH162: 700 km diameter TNO
  • 8) Added Ultima Thule. 30 km diameter TNO

Date 04.01.2019

Planet X in the Sol System

In recent years, several theories have been published regarding a potential planet affecting some Kuiper Belt objects, possibly a distant but undetected gas giant. Therefore, a new game option is to "Add Planet X to the Sol System".

The planet will be located at a distance between 125% and 225% of the orbit of the most distant dwarf planet. 10% of the time it will be a terrestrial body, 60% a gas giant and 30% a superjovian. Moons, Trojan asteroids and a Lagrange point may also be generated depending on the type of planet generated. If Planet X has a Lagrange point, a Lagrange point will also be generated for Jupiter. While very distant from the inner system, this could add an interesting variation to the Sol system.

Currently Planet X is named Minerva, although I haven't created any moon or Trojan asteroid names. Suggestions welcome.

Here is one version of Minerva - a superjovian with eight moons, orbiting at 145 AU.

Date 02.08.2018

System Naming

Known Stars Changes

Added the following stars:

Renamed several stars:


Naming Themes

In C# Aurora, you can optionally assign one of the new Naming Themes to a system. Any future exploration beyond that point will use the selected naming theme. This allows you to have different naming themes for different warp chains.

The order of name selection for new systems will therefore be:

1) Actual System Name (for known stars)

2) Next name for Naming Theme associated with the system from which the exploring ship originated (if a theme is set)

3) Next name for Racial System Theme

4) "System #" + System Number

You can still rename systems directly and will be able to use text, or select any name from any name theme. Date 27.11.2016

Jump Points

Jump Point Stabilisation

For C# Aurora, Jump Gates have been replaced by Stabilised Jump Points. This is purely a technobabble change and there is no change in function.

Anything associated with VB6 Jump Gates will be changed accordingly. For example, Jump Gate Construction Modules have been replaced with Jump Point Stabilisation Modules and the Build Jump Gate order is now Stabilise Jump Point. Date 23.06.2018


Chance of Ruins outside Sol

I've added the chance of alien ruins to the game window, so it can be adjusted.

It is normally 20% for any terrestrial world, terrestrial moon or small terrestrial moon with gravity > 0.4G and temperature between 200K and 360K (about -73C to +87C).

Date 22.02.2018

Ruins in Sol

There is a very small chance that one of the larger bodies in Sol may have alien ruins. This can happen on Mars, Mercury, the Galilean Moons, Titan, Triton, Pluto or Eris. This is only about 5% for Mars, 3% for Mercury, 1% for Titan or Ganymede and fractions of a percent for the others.

Date 06.01.2019

Ground-based Xenoarchaeology

Xenology Teams do not exist in C# Aurora.

Instead, a new ground unit component (100 tons) provides 0.5 xenoarchaeology points. Ground units with this component may be added to ground formations to provide a xenoarchaeology capability. All formations at the same population with a xenoarchaeology capability will combine their xenoarchaeology points.

The annual chance for a race to successfully translate the alien language and symbology is equal to the xenoarchaeology points on the planet. For example, a Xenoarchaeology Vehicle is created with 2 components, giving it 1 xenoarchaeology point (cost about 9 BP). If a formation has forty such vehicles, the annual chance would be 40%. The chance in any given construction phase is equal to the annual chance * (construction phase length / year).

Date 26.11.2018

Recovering Technology and Ship Components from Ruins

In order to prevent unbalancing tech advancements occurring while excavating very large ruins, the maximum tech advancement you can achieve from recovering abandoned installations will be based on the tech level of the ruin race. The max development cost of any associated tech will be:

(2 ^ (Ruin Race Level + 1)) * 1000;

This means a level 1 ruin race will have tech up to 4000 RP, a level 2 race up to 8000 RP, etc. with the maximum being a level 5 race with tech up to 64,000 RP.

When standard components are selected for recovery (such as gravitational survey sensors), they will be the best available component within the above limit. If no component of the specified type is available within the limit (for example when the random selection is a 5000 RP Asteroid Mining Module for a level 1 race), nothing will be recovered. 26.08.2017