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

Contact Erik on the forum for a wiki account.


From AuroraWiki
Revision as of 09:39, 3 February 2019 by King-Salomon (talk | contribs) (→‎Basics)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Jump to navigation Jump to search

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

  • 4) The planned wealth reserve cap can be removed.

Date 31.01.2019



In VB6 wealth generation is based on total population. Therefore some real-world nations with large populations (which I use in multi-race starts), generate a lot of excess wealth, even though in reality their wealth output is more in line with their industrial output. India is a good example of this situation. VB6 tries to solve this by having an option to set lower starting wealth per capita for a nation. However, that penalises the race throughout the whole game. In addition, conventional starts generate huge wealth excess as the population is initially producing wealth with minimal industry to consume it.

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. Wealth Generation tech starts with 120 wealth per million workers for 3000 RP, then 140 for 5000 RP, etc.. Workers in Conventional Factories and Forced Labour Camps do not produce wealth.

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 1/10th of a Financial Centre. Conventional Factories can be converted to Financial Centres at a cost of 20 BP, using 10 Corbomite and 10 Uridium. It is also worth noting here that tax generation from shipping lines has been doubled for C# Aurora. The C# method has a few advantages over the VB6 method:

  • 1) High population, low industry nations are now easy to handle as most of the population does not generate wealth (it is assumed that the wealth from agriculture and service is used to cover welfare, health, education, etc. with a net wealth of zero).
  • 2) Conventional starts do not generate huge excess wealth
  • 3) As a nation industrialises, its wealth generation capability grows naturally, which reflects historical trends.
  • 4) The planned wealth reserve cap can be removed.
  • 5) Financial centres grow in importance and have more of a wealth impact (in relative terms) compared to VB6.

Date 03.02.2019


In fact, it looks like C# Aurora is more 'expensive' due to the additional demands on wealth, so I am going to add an extra Wealth +20% at 3000 RP (currently starts at 5000 RP). Date 17.01.2019

out of date 31.01.2019

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.

Government tax rates on civilian shipping will work in the same way, except rates will not be halved as a baseline. This will increase the overall tax revenue from civilian shipping.

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 applies to both the payment to the shipping line and the tax.

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 29.01.2019

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