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Difference between revisions of "Installations"

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Each item that is constructed requires a build cost equal to the mineral cost. For example, a Shipyard complex requires 1200 Duranium and 1200 Neutronium, for a total cost of 2400. One construction factory will require 240 years at the base rate to complete the yard. Of course, multiple factories will reduce this time. Two factories will only need 120 years for a shipyard.
 
Each item that is constructed requires a build cost equal to the mineral cost. For example, a Shipyard complex requires 1200 Duranium and 1200 Neutronium, for a total cost of 2400. One construction factory will require 240 years at the base rate to complete the yard. Of course, multiple factories will reduce this time. Two factories will only need 120 years for a shipyard.
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Revision as of 10:47, 13 January 2010

Installation Description

  • Maintenance Facility - Used to provide support to orbiting starships. Requires 50,000 population per installation. Supports 200 tons per facility.
  • Construction Factories - Used to build every installation in Aurora. A vital need for any colony. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradeable via research.
  • Ordnance Factories - Used to produce missiles. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradeable via research.
  • Fighter Factories - Used to build fighters. Requires 50,000 population per installation. Base rate is 10/year/factory, upgradable via research.
  • Fuel Refinery - Used to refine Sorium into fuel. Requires 50,000 population per installation. Base rate is 20,000 litres/year/refinery, upgradable via research.
  • Automated Mines - Robotic mines. Requires no population to operate. Base rate is 10/year/mine, upgradable via research. Note: lower than 1.0 accessibility affects the base rate as a percentage, i.e. .6 accessibility mines at 6/year/mine.
  • Mines - Manned mines. Require 50,000 population to operate. Base rate is 10/year/mine, upgradable via research. Note: lower than 1.0 accessibility affects the base rate as a percentage, i.e. .6 accessibility mines at 6/year/mine.
  • Terraforming Installation - Used to modify the atmosphere to a more hospitable type. Requires 250,000 population to operate. Base rate is .001 atm/year/installation, upgradeable via research.
  • Research Labs - Required to perform research. Requires 1 million population to operate. Base rate is 200 RP/year/lab, upgradable via research.
  • Financial Centre - Increases the wealth created on the planet. Requires 50,000 population to operate. Wealth is calculated by wealth technology x population for annual "tax". Financial centres add 1 to this total/year.
  • Mass Drivers - Used to launch and catch packets of minerals. Can also be used as large scale kinetic weapons. Each driver can launch 5000 tons.The mass driver provides a less fuel intensive method of moving mine output within the system and to centralized industrial complexes. Input from or to off-world mineral destinations is given on the mining tab with + or - indicating whether the source is importing or exporting the mineral.
  • Sector Command HQ - Allows creation of a sector command. A sector governor oversees a number of systems. A fraction of his bonuses are applied to each colony under his jurisdiction. Each level allows control up to its level in jumps, i.e. 4 levels = 4 jumps from sector HQ.
  • Spaceport - Allows the creation of trade routes. Note a spaceport must be available at each end, and all legs must have jump gates.
  • Naval Academy - Generates officers and junior officers for your fleets. Generates 5 officers/year/level. These are "named" officers.
  • Deep Space Tracking Station - The ground system for sensing approaching fleets. Each station has a base rating of 200. This is upgradeable via research.
  • Ground Force Training Facilities - Used to train new ground units. Base rate is 10/year. Each facility may train 1 unit at a time. The base rate is upgradable via research.
  • Naval Shipyards/Slipways - Used to build those Naval/Military Ships. Each shipyard has a number of slips and can build 1 ship per slip. The shipyard is also only configured to build 1 class of ships (though in some cases very similar versions of ships may be built without retooling). Population requirements - 100,000 per shipyard plus 1,000,000 population per slipway. Base rate is 400 pts/year. This is upgradeable via research.
  • Commercial Shipyards/Slipways - Used to build Commercial Ships. Each shipyard has a number of slips and can build 1 ship per slip. The shipyard is also only configured to build 1 class of ships (though in some cases very similar versions of ships may be built without retooling). Population requirements - 100,000 per shipyard plus 1,000,000 population per slipway. Base rate is 400 pts/year. This is upgradeable via research.
  • Commercial Freight Facility - Used to provide maintenance for freighter class ships. Requires 2 million population. This is a Yes/No facility. If it exists, it provides benefits.

Transporting Installations

The facilities that can be transported are (requires 5 Cargo Holds unless otherwise stated):

  • Research Labs (100 holds in one go, or automatically broken down into parts)
  • Maintenance Facilities
  • Construction Factory
  • Automated Mine
  • Mine
  • Mass Driver
  • Fuel Refinery
  • Ordnance Factory
  • Fighter Factory
  • Tracking Station (also called Deep Space Tracking Station)
  • PDC Component (1 cargo hold)
  • infrastructure (one half of a cargo hold)
  • Terraforming Installation (25 holds in one go, or automatically broken down into parts)

Constructing Installations

Each item that is constructed requires a build cost equal to the mineral cost. For example, a Shipyard complex requires 1200 Duranium and 1200 Neutronium, for a total cost of 2400. One construction factory will require 240 years at the base rate to complete the yard. Of course, multiple factories will reduce this time. Two factories will only need 120 years for a shipyard.