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Difference between revisions of "C-Wealth"

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==Maximum Wealth Balance==
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In Conventional Start games, races often build up a huge wealth reserve due to a lack of costs. This removes wealth as a consideration for many years and takes away meaningful decisions.
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Therefore, in C# Aurora, a race's wealth balance can '''never exceed double the annual wealth'''. Any excess beyond that is assumed to be spent on improving the lives of its citizens.
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[http://aurora2.pentarch.org/index.php?topic=8495.msg111163#msg111163 Date 26.11.2018]
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==Income/Costs==
 
==Income/Costs==
  
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This should reduce some of the early game bloating of civilian traffic but make it workable for the later game with longer distances (especially with the new jump point generation in v7.1 of VB6 Aurora).
 
This should reduce some of the early game bloating of civilian traffic but make it workable for the later game with longer distances (especially with the new jump point generation in v7.1 of VB6 Aurora).
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg97506#msg97506 Date 02.10.2016]
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg97506#msg97506 Date 02.10.2016]
 
  
 
====Civilian Movement of Installations====
 
====Civilian Movement of Installations====

Revision as of 14:22, 15 January 2019

Maximum Wealth Balance

In Conventional Start games, races often build up a huge wealth reserve due to a lack of costs. This removes wealth as a consideration for many years and takes away meaningful decisions.

Therefore, in C# Aurora, a race's wealth balance can never exceed double the annual wealth. Any excess beyond that is assumed to be spent on improving the lives of its citizens. Date 26.11.2018

Income/Costs

Ground Units

Ground Units have two separate logistics requirements. The first is Maintenance, which applies to all units at all times and has a wealth cost equal to 12.5% of Ground Unit cost per annum. Date 16.09.2018

Income/Costs by Civilians

Shipping Line Earnings and Tax

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

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

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

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

Civilian Movement of Installations

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.

Date 03.03.2018