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[[file:Comet 67P on 19 September 2014 NavCam mosaic.jpg|thumb|400px|Your new home. Welcome.<br>Image: ESA]]
 
Colonies in Aurora take many forms, such as deep space tracking stations, unmanned mining operations, military bases, and up to a full fledged population and manufacturing centers.  
 
Colonies in Aurora take many forms, such as deep space tracking stations, unmanned mining operations, military bases, and up to a full fledged population and manufacturing centers.  
  
Colonies can be established on the surface of almost any [[system body]], with the exception of gas giants.
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Colonies can be established on the surface of almost any [[body|system body]], with the exception of gas giants.
  
Owning a colony can provide a wide range of benefits to a player...
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Almost all aspects are managed from the [[Population and Production]] interface.
  
==Colonisation==
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''Note: strictly speaking, 'Colony' refers to every planet (or other system body) that is listed in the Population & Production window. It just means that the game needs a 'container' to track everything that was shipped to or mined or built on the planet. For example, you need to create a colony to send a geo-survey team to the planet. For some actions, a colony is created automatically when you perform them, e.g. begin mining minerals or unload troops.
In order to create a colony, a player must first decide on a suitable planet. A number of different factors may influence the decision making process, based off of what you know and what you hope to accomplish. Suitability and Mineral content are one of the most important factors to consider.  
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Sometimes you want to get rid of empty 'containers'. Just click the "Abandon Colony" button after making sure that there is nothing left in it you might want to keep.''
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==Colonization==
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Before creating a colony, a player must first decide on a suitable planet. [[Colony Cost]] and Mineral content are one of the most important factors to consider.  
  
 
===Setting Up a New Colony===
 
===Setting Up a New Colony===
Colonies can be established on the surface of almost any [[system body]], with the exception of gas giants. The 'system view' {{key|F9}} and 'potential colonies' {{key|Cttl+A}} views, provided you with pertinent information about known planets. Additional information about the planets mineral deposits and archaeological sites can be made available by conducting [[survey]]s.  
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Colonies can be established on the surface of almost any [[body|system body]], with the exception of gas giants. The 'system view' {{key|F9}} and 'potential colonies' {{key|Ctrl+A}} views, provided you with pertinent information about known planets. Additional information about the planets mineral deposits and archaeological sites can be made available by conducting [[survey]]s.  
  
 
Once decided either: Right-click the planet on the 'system map', and select "New Colony" from the populations sub-menu; or select the planet from the 'system view' list, and click the "Add Colony" button at the bottom.  
 
Once decided either: Right-click the planet on the 'system map', and select "New Colony" from the populations sub-menu; or select the planet from the 'system view' list, and click the "Add Colony" button at the bottom.  
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===Planetary Suitability===
 
===Planetary Suitability===
Whether or not an actual population can easily survive on you colony is a matter that must be considered. While you can put ground bases, troops, sensors etc on any colonize-able world. You will need actual population to run shipyards, factories, etc, for which worlds has to be habitable or at least have enough infrastructure for the inhabitants.
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:''See also: [[Colony cost]] and [[Terraforming]]''
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Whether or not an actual population can easily survive on your colony is a matter that must be considered. While you can put ground bases, troops, sensors etc on any colonize-able world. You will need actual population to run shipyards, factories, etc, for which worlds has to be habitable or at least have enough infrastructure for the inhabitants.
  
The Suitability of each planet is determined by its gravity, temperature, and atmosphere; and will vary considerably depending on the [[species tolerances]] so a world that is ideal for humans may be uninhabitable for some other species and vice versa. All planetary suitability variables are summed up in single variable, [[colony cost]].
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The Suitability of each planet is determined by its gravity, temperature, and atmosphere; and will vary considerably depending on the [[species tolerances]] so a world that is ideal for humans may be uninhabitable for some other species and vice versa. The amount of infrastructure required to support the population is measure by [[colony cost]].
  
 
A world with inappropriate gravity cannot be settled at all, except through the use of [[Underground Infrastructure]] or [[Orbital Habitats]]. If a world has zero colony cost, the population is not restricted in any way other than the maximum growth rate. Otherwise, the maximum population is determined by the amount of [[infrastructure]].
 
A world with inappropriate gravity cannot be settled at all, except through the use of [[Underground Infrastructure]] or [[Orbital Habitats]]. If a world has zero colony cost, the population is not restricted in any way other than the maximum growth rate. Otherwise, the maximum population is determined by the amount of [[infrastructure]].
  
Planets suitability and colony cost can be driven down by [[terraforming]], which utilized installations of specialized orbited vessels to alter the planet's atmosphere over time.
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Planets suitability and subsequently its colony cost can be improved over time by [[terraforming]], by utilizing terraforming installation on the planet or terraforming modules in orbit.
  
 
==Unrest==
 
==Unrest==
Unrest is caused when the inhabitants, or local government, of a population are in dispute with the central imperial authority. This can cause anything from mild production problems to rebellion and has several different causes. The most immediate effect of unrest is on the productivity of a population. All factory output, research, shipbuilding, wealth creation, trade creation, etc is reduced by a percentage equal to the number of unrest points. For example, if a population has 25 unrest points, then all production is reduced by 25%. This may be because the factories are producing less due to worker absence or it could be the factories. This is in addition to other modifiers such as manufacturing efficiency or political status modifiers.
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''Main article: [[Unrest]].''
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Unrest is caused when the inhabitants of a population are in dispute with the central imperial authority. This can cause anything from mild production problems to rebellion and has several different causes. The most immediate effect of unrest is on the productivity of a population. All factory output, research, shipbuilding, wealth creation, trade creation, etc. is reduced by a percentage equal to the number of unrest points. For example, if a population has 25 unrest points, then all production is reduced by 25%. This is in addition to other modifiers such as manufacturing efficiency or political status modifiers.
  
Once unrest starts to build up, there are two options to deal with it. If you remove the cause of the unrest, the unrest level will slowly fall by itself based on the determination (or rather, lack of determination) of the population. The alternative is to send in ground troops and forcibly suppress the unrest. Beware, if left unattended, there is a possibility the population might declare independence and break away from the Empire.
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Once unrest starts to build up, there are two options to deal with it. If you remove the cause of the unrest, the unrest level will slowly fall by itself based on the determination (or rather, lack of determination) of the population. The alternative is to station ground troops on the colony. Beware, if left unattended, there is a possibility the population might declare independence and break away from the Empire.
  
===Causes of Unrest===
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==Population and Workforce==
  
;Overcrowding
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===Agriculture and Environmental===
If a planet with a colony cost above 0 has insufficient infrastructure, this can cause unrest. If no infrastructure is available, the annual amount of unrest points is 25. If some infrastructure is available <nowiki>th</nowiki>en  the calculation for unrest is as follows:
 
  
Unrest Points = 25 x (Missing Infrastructure /  Available Infrastructure)
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The percentage and actual amount of population working to feed the rest of the population and maintain any environmental infrastructure. The required percentage is equal to 5% + (5% x Colony Cost), so a Colony Cost 2.00 world would have 15% of the population in this sector. A colony cost zero world will only have 5% assigned to this sector. This population is assigned automatically by Aurora. Think again about colonizing Venus.
  
;Minority Status
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===Service Industries===
If a species is a small minority within an Empire it may resent its situation, resulting in unrest. Therefore if a species forms less than ten percent of an Empire's population and its has a Xenophobia of at least 50%, any populations of that species will suffer unrest based on the following calculation:
 
  
Unrest Points = (10 / Species Percentage Population) x (Xenophobia / 100) x2
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This is the percentage and amount of population working in service industries, which includes everything that is not related to A&E or Manufacturing. The percentage required for SI is based on the total size of the population and is assigned automatically by Aurora. As a population grows, the relative size of the SI sector increases.
  
;Insufficient Local Defence
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===Manufacturing===
Populations of at least ten million may require the presence of military forces, such as warships, orbital bases or PDCs. In some cases, such as Imperial Populations, Candidate Population and, to a lesser extent, Subjugated Populations, this is because they desire protection from hostile aliens. In the case of Vanquished populations, it is to remind the population of the orbital bombardment that caused their surrender and in the case of Client Populations, it is to reassure the inhabitants that they made the right decision in joining the Empire. The demand for protection from Client Populations is particularly strong as they no longer have their own military to rely on. The amount of protection required is based on:
 
  
Required Protection = Population in millions x Militancy/100 x Political Status Protection Modifier
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The available population after the size of the A&E and SI Sectors has been determined. All factories, mines, shipyards, etc must be manned by this sector of the population.
  
;Insufficient Occupying Forces
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===Trade===
If a planet is in a political state that requires the use of occupation forces, sufficient ground troops must be provided to meet the occupation needs or unrest will result. The required occupation strength is equal to:
 
  
Population x ((Determination + Militancy + Xenophobia) / 300) x Political Status Occupation Modifier
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The higher the total population the more [[trade goods]] and wealth the colony generates.
  
If there are no ground forces present, the annual number of unrest points will be 100. If there are ground forces present but their combined defence strength is below required occupation strength <nowiki>th</nowiki>en the annual amount of unrest points will be calculated as follows:
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==Stability & Efficiency==
  
Unrest Modifier = 1 / (Actual Strength / Required Strength)
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===Economic Production Modifier (EPM)===
Unrest Points = 100 x Unrest Modifier
 
  
;Radiation
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If a race is using deficit spending (i.e. its wealth is lower than zero), then any installations that use resources operate at a lower output, based on the size of the deficit compared to an Empire’s annual wealth production. The EPM shows the percentage of normal output.
If a planet is suffering from high background radiation due to a recent bombardment, this can cause significant unrest. The annual amount of unrest points due to radiation is equal to the radiation level / 10. So a radiation level of 1000 would cause 100 unrest points per year. A radiation level of 200 would cause 20 unrest points per year
 
  
==Population and Workforce==
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===Manufacturing Efficiency===
Population affect..
 
  
Different populations can co-exist on a planet. They could be aliens, or a genetically modified species under your control.
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This figure represents the efficiency of the manufacturing sector. If sufficient workers are available to support all industrial installations, the efficiency will be 100%. If insufficient workers are available, this figure represents the percentage of required workers that are available. The production of all facilities such as shipyards, mines, factories, research labs, etc is reduced to this amount. The radiation level of the planet can also reduce this figure by 0.01% per point of radiation. If the radiation level is 10,000 the Manufacturing Efficiency will be 0%, regardless of worker availability, and nothing can be built on the planet.
Infrastructure so our colonists can survive the hostile environment.
 
  
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===Political Status Production/Wealth/Trade Modifiers===
  
==Other==
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Some political statuses have an effect on the colony’s production. These modifiers show the effect as a percentage of normal output.
  
Most aspects are managed from the [[Population and Production]] interface.
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===Political Stability Modifier===
  
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If a colony is suffering from unrest, its production will suffer. The percentage effect is shown here.
  
Ruins, and minerals survey.
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==Ruins, and minerals survey.==
  
Government
 
  
Trade goods
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Government, occupation [[Political_Status]] and Independence.
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If you select a colony and press this, the colony will become a new independent state. For the moment, this can only be done for player races and the new state will also be a player race.
  
 
==See Also==
 
==See Also==
 
* [[Colonization for Beginners]] tutorial.  
 
* [[Colonization for Beginners]] tutorial.  
* [http://aurora2.pentarch.org/index.php?topic=2465.msg24188#msg24188http://aurora2.pentarch.org/index.php?topic=2465.msg24188#msg24188 Unrest] post, by Steve Walmsley, 2010.
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* [http://aurora2.pentarch.org/index.php?topic=2465.msg24188#msg24188 Unrest] post, by Steve Walmsley, 2010.
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* [http://aurora2.pentarch.org/index.php?topic=1954.msg18696#msg18696 Part 3: Population and Production window: Summary View] post by Steve Walmsley, 2010
  
 
[[Category:content]]
 
[[Category:content]]

Latest revision as of 18:35, 2 April 2016

Your new home. Welcome.
Image: ESA

Colonies in Aurora take many forms, such as deep space tracking stations, unmanned mining operations, military bases, and up to a full fledged population and manufacturing centers.

Colonies can be established on the surface of almost any system body, with the exception of gas giants.

Almost all aspects are managed from the Population and Production interface.

Note: strictly speaking, 'Colony' refers to every planet (or other system body) that is listed in the Population & Production window. It just means that the game needs a 'container' to track everything that was shipped to or mined or built on the planet. For example, you need to create a colony to send a geo-survey team to the planet. For some actions, a colony is created automatically when you perform them, e.g. begin mining minerals or unload troops.

Sometimes you want to get rid of empty 'containers'. Just click the "Abandon Colony" button after making sure that there is nothing left in it you might want to keep.

Colonization

Before creating a colony, a player must first decide on a suitable planet. Colony Cost and Mineral content are one of the most important factors to consider.

Setting Up a New Colony

Colonies can be established on the surface of almost any system body, with the exception of gas giants. The 'system view' F9 and 'potential colonies' Ctrl+A views, provided you with pertinent information about known planets. Additional information about the planets mineral deposits and archaeological sites can be made available by conducting surveys.

Once decided either: Right-click the planet on the 'system map', and select "New Colony" from the populations sub-menu; or select the planet from the 'system view' list, and click the "Add Colony" button at the bottom.

Your new colony will now appear in the Population and Production screen F2, although this is initially a purely administrative label. In order to actually have a working economic presence on a world, some installations must be put in place. Cargo ships can be ordered to lift installations from another colony and drop them here.

Note: Colonies can be abandoned at any time. Click the "Abandon Colony" at the bottom of the Population window. Everything you leave behind will be lost and cannot be recovered later.

Planetary Suitability

See also: Colony cost and Terraforming

Whether or not an actual population can easily survive on your colony is a matter that must be considered. While you can put ground bases, troops, sensors etc on any colonize-able world. You will need actual population to run shipyards, factories, etc, for which worlds has to be habitable or at least have enough infrastructure for the inhabitants.

The Suitability of each planet is determined by its gravity, temperature, and atmosphere; and will vary considerably depending on the species tolerances so a world that is ideal for humans may be uninhabitable for some other species and vice versa. The amount of infrastructure required to support the population is measure by colony cost.

A world with inappropriate gravity cannot be settled at all, except through the use of Underground Infrastructure or Orbital Habitats. If a world has zero colony cost, the population is not restricted in any way other than the maximum growth rate. Otherwise, the maximum population is determined by the amount of infrastructure.

Planets suitability and subsequently its colony cost can be improved over time by terraforming, by utilizing terraforming installation on the planet or terraforming modules in orbit.

Unrest

Main article: Unrest.

Unrest is caused when the inhabitants of a population are in dispute with the central imperial authority. This can cause anything from mild production problems to rebellion and has several different causes. The most immediate effect of unrest is on the productivity of a population. All factory output, research, shipbuilding, wealth creation, trade creation, etc. is reduced by a percentage equal to the number of unrest points. For example, if a population has 25 unrest points, then all production is reduced by 25%. This is in addition to other modifiers such as manufacturing efficiency or political status modifiers.

Once unrest starts to build up, there are two options to deal with it. If you remove the cause of the unrest, the unrest level will slowly fall by itself based on the determination (or rather, lack of determination) of the population. The alternative is to station ground troops on the colony. Beware, if left unattended, there is a possibility the population might declare independence and break away from the Empire.

Population and Workforce

Agriculture and Environmental

The percentage and actual amount of population working to feed the rest of the population and maintain any environmental infrastructure. The required percentage is equal to 5% + (5% x Colony Cost), so a Colony Cost 2.00 world would have 15% of the population in this sector. A colony cost zero world will only have 5% assigned to this sector. This population is assigned automatically by Aurora. Think again about colonizing Venus.

Service Industries

This is the percentage and amount of population working in service industries, which includes everything that is not related to A&E or Manufacturing. The percentage required for SI is based on the total size of the population and is assigned automatically by Aurora. As a population grows, the relative size of the SI sector increases.

Manufacturing

The available population after the size of the A&E and SI Sectors has been determined. All factories, mines, shipyards, etc must be manned by this sector of the population.

Trade

The higher the total population the more trade goods and wealth the colony generates.

Stability & Efficiency

Economic Production Modifier (EPM)

If a race is using deficit spending (i.e. its wealth is lower than zero), then any installations that use resources operate at a lower output, based on the size of the deficit compared to an Empire’s annual wealth production. The EPM shows the percentage of normal output.

Manufacturing Efficiency

This figure represents the efficiency of the manufacturing sector. If sufficient workers are available to support all industrial installations, the efficiency will be 100%. If insufficient workers are available, this figure represents the percentage of required workers that are available. The production of all facilities such as shipyards, mines, factories, research labs, etc is reduced to this amount. The radiation level of the planet can also reduce this figure by 0.01% per point of radiation. If the radiation level is 10,000 the Manufacturing Efficiency will be 0%, regardless of worker availability, and nothing can be built on the planet.

Political Status Production/Wealth/Trade Modifiers

Some political statuses have an effect on the colony’s production. These modifiers show the effect as a percentage of normal output.

Political Stability Modifier

If a colony is suffering from unrest, its production will suffer. The percentage effect is shown here.

Ruins, and minerals survey.

Government, occupation Political_Status and Independence. If you select a colony and press this, the colony will become a new independent state. For the moment, this can only be done for player races and the new state will also be a player race.

See Also