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== Overview ==
 
== Overview ==
  
;Empire:
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An Empire is a collection of [[colony|colonies]], all of which have resources and population, which fuel your economy. So maintaining the Empire is accomplished through managing your colonies.
The Empire dropdown shows the selected Empire and allows you to select other empires to view, although you will need to be in [[SpaceMaster Mode|SM mode]] if you wish to view multiple empires.
 
  
;Populated Systems:
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The '''Empire''' dropdown shows the currently selected Empire for which information is shown, and allows you to select other empires to view, although you will need to be in [[SpaceMaster Mode|SM mode]] if you wish to view multiple empires. The '''Populated Systems''' list discovered and populated systems, the races that inhabit those planets, and their populations. The current capital planet is designated by (Capital). The checkboxes bellow, allows you to switch between two views of your colony list. The default view has more detail while the basic view requires less space.
Lists discovered, populated systems, the races that inhabit those planets, and their populations. The current capital planet is designated by (Capital). The checkboxes bellow allows you to switch between two views of your colony list. The default view has more detail while the basic view requires less space.
 
  
;Time Control:
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The '''Time Control''' buttons, can be used to advance [[Time, Turns and Interrupts|game time]] by the specified amount. There is a more detailed Time Control section on the [[System Map]].
These buttons can be used to advance [[Time, Turns and Interrupts|game time]] by the specified amount. There is a more detailed Time Control section on the [[System Map]].
 
  
 
== Tabs ==
 
== Tabs ==
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<blockquote>
 
<blockquote>
{| class="wikitable collapsible collapsed" width="100%"
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{| class="wikitable collapsible uncollapsed" width="100%"
! Population Information (Population, Manufacturing Sector Breakdown)
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! Left column: Colony Status, Population Information, Manufacturing Sector Breakdown and other
 
|-
 
|-
|'''Population'''
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| '''Colony Status'''
This is separated into [[Population Types|Agriculture and Environmental]], [[Population Types|Service Industries]], and [[Population Types|Manufacturing]] and is denoted in millions.
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 +
* '''Political Status:''' The status of the colony in relation to the Empire as a whole. An Imperial Population is a fully fledged member of the Empire and follows all normal rules. A status such as Client State or Occupied will have different effects. These will be covered in the section on Politics
 +
* '''Species:''' The species of which the population is composed. Each empire may have populations from several different species, each with their own environmental tolerances and racial characteristics. Each population can only consist of one species so if there are two species from the same empire on the same planet, there will be two populations.
 +
* '''Planetary Suitability:''' The [[Colony cost]] of the planet. If a planet has zero colony cost, the population is not restricted in any way other than the maximum growth rate. Otherwise, the maximum population is equal to (Infrastructure * 10,000)/Colony Cost. For more details on colony cost, see the System View window (F9)
 +
* '''Administration Level Required:''' The minimum Administration Rating of the planetary governor. In other words, no Administrator can be assigned to the role of planetary governor unless he has the specified rating or higher. If an Administrator is already assigned when the required rating changes he may remain within the role but any newly appointed governor must be at the new required rating level. Larger populations will require higher ratings.
 +
* '''Annual Wealth Creation:''' The total amount of wealth that this population will generate in one year. This is gradually added to the Empire’s current wealth every few days.
 +
 
 +
|-
 +
|'''Population Information'''
 +
 
 +
* '''Population:''' Total population of the colony. This is separated into Agriculture and Environmental, Service Industries, and Manufacturing sectors and is denoted in millions.
 +
 
 +
:* '''Agriculture and Environmental (A&E):''' The percentage and actual amount of population working to feed the rest of the population and maintain any environmental infrastructure. The required percentage is based on the colony cost and is assigned automatically by Aurora. A colony cost zero world will only have 5% assigned to this sector.
 +
:* '''Service Industries (SI):''' 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.
 +
 
 +
* '''Annual Growth Rate:''' The rate at which populations increase in size. The rate of increase is based on the size of the population and small populations have a higher rate of increase than large ones (what else is there to do on a new colony?). Population growth is fairly realistic and will be around 2% or less per year for a large population. The rate is also modified by any Population Growth bonus provided by the planetary and sector governors.
 +
* '''Current Infrastructure:''' The amount of infrastructure on this colony. If the colony cost is zero, infrastructure is not required. Otherwise, the maximum population is equal to (Infrastructure * 10,000)/Colony Cost. For more details on colony cost, see the System View window
 +
* '''Supported Population:''' The maximum population allowed by the current level of infrastructure. For colony cost zero, there is no maximum population.
 +
 
 
|-
 
|-
 
|'''Manufacturing Sector Breakdown'''
 
|'''Manufacturing Sector Breakdown'''
Shows the number of workers assigned to each type of facility in millions.
+
 
 +
This section lists all manufacturing workers that are available and assigned to each type of manufacturing [[installation]], and is denoted in millions.
 +
 
 +
|-
 +
|'''Other'''
 +
 
 +
* '''Requested Protection Level:''' This value shows how much protection this population demands from the Empire’s military forces. This is based on several factors including population size, political status and species militancy.
 +
* '''Actual Protection Level:''' This value shows how much protection this population is receiving from the Empire’s military forces and is based on the total PPV value of Empire forces within the same star system. If insufficient protection is being provided, it will cause unrest within the colony population
 +
* '''Radiation Level:''' The amount of background radiation present on the planet’s surface. If this is zero, there will be no radiation line on the summary. Each point of radiation decreases industrial production by 0.01%. The most likely cause of radiation is recent bombardment of the planet.
 +
* '''Atmospheric Dust Level:''' The amount of dust in the planetary atmosphere. The normal surface temperature of a planet is decreased by the Dust Level / 100
 +
 
 
|}
 
|}
 +
{| class="wikitable collapsible uncollapsed" width="100%"
 +
! Right column: Installations, Factories and Resource Information
 +
|-
 +
|'''Planetary Facilities'''
 +
 +
This section (at the top of the right column of information) lists the planetary [[installations]] and the number and type of all manufacturing facilities contained on a planet. (Additional parts of each type of facility may be on the planet but unlisted if, for example, one is in construction or has been partially shipped off-planet)
 +
 +
The types of facilities listed here are  [[Military Academy]], [[Deep Space Tracking Station]], [[Shipyards]]/Slipways, [[Maintenance Facility|Maintenance Facilities]], [[Construction Factory|Construction Factories]], [[Ordnance Factory|Ordnance Factories]], [[Fighter Factory|Fighter Factories]], [[Fuel Refinery|Fuel Refineries]], [[Mine]]s, [[Automated Mine]]s, [[Research Lab]]s, and [[Ground Force Training Facility|Ground Force Training Facilities]]
 +
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<!-- move to specific pages
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* '''Sector Command HQ:''' Construction of a [[Sector Command|sector command]] headquarters creates a sector with the colony as the sector capital. Higher levels of sector command headquarters increase the radius of the sector.
 +
* '''[[Military Academy:''' The size of the colony’s military academy. Each level of an academy produces five commanders and 1000 crewmen per year, with the crewmen having 100 grade points. Changes to a empire’s Training Level (see the Empire window) will reduce the number of crewmen produced but increase their starting grade points.
 +
* '''Deep Space Tracking Station (DSTS):''' DSTS provide EM and Thermal sensor capability for a colony. The first DSTS has a sensor strength equal to the racial Planetary Sensor Strength. Each additional DSTS adds 25% to the colony’s sensor strength.
 +
* '''Maintenance Facility:''' A maintenance facility is able to maintain ships of a certain size in orbit. Each level of maintenance facility increases that size by 200 tons, so a Level 20 Maintenance Facility could handle ships of up to 4000 tons. If a ship of the maximum size or less is in orbit, it does not suffer maintenance failures and therefore does not use up spares.
 +
* '''Mass Driver Capacity:''' The tonnage of minerals that this population can launch per year. A single mass driver is sufficient to catch any amount of minerals.
 +
* '''Shipyards/Slipways:''' Shipyards give the colony the ability to construct ships (see the Manage Shipyards tab). Their annual construction rate is based on the racial Shipbuilding Rate (see Research) and modified by Shipbuilding bonuses provided by the planetary and sector governors. Each shipyard requires population in the manufacturing sector to support it based on a formula of:''' Number of Slipways x Capacity x 0.0001
 +
* '''Construction Factories:''' Construction Factories (CF) are used to build all other planetary installations, such as shipyards, mines, all factory types, fighter bases, etc. Their annual rate of construction is based on the racial Construction Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each CF requires 50,000 supporting population.
 +
* '''Ordnance Factories (v4.8):''' Ordnance Factories (OF) are used to build missiles. Their annual rate of construction is based on the racial Ordnance Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each OF requires 50,000 supporting population.
 +
* '''Fighter Factories (v4.8):''' Fighter Factories (FF) are used to construct all fighter types. Their annual construction rate is based on the racial Fighter Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. As with other factories, they require 50,000 population to support them.
 +
* '''Fuel Refineries:''' Fuel Refineries convert mined Sorium into fuel for spacecraft. Each ton of Sorium produces 2000 litres of fuel. Their annual rate of production in terms of tons of Sorium processed is based on the racial Fuel Production Rate (see Research) and modified by Factory Production bonuses provided by the planetary and sector governors. Each Refinery requires supporting 50,000 population.
 +
* '''Mines:''' Mines extract Trans-Newtonian minerals from the core of the planet or moon on which the colony is based. Each mine extracts every available mineral at a annual rate based on the racial Mining Production Rate and modified by the accessibility of each mineral and the Mining Bonuses provided by the planetary and sector governors. Each mine requires 50,000 supporting population.
 +
* '''Automated Mines:''' Automated Mines function exactly like the mines except they do not require a supporting population. This makes them ideal for hostile worlds or small moons and asteroids that do not have enough gravity to support a population.
 +
* '''Terraforming Facilities (TF):''' [[Terraforming]] Facilities are used to change the composition of gases in the atmosphere. Each TF can add or remove an amount of gas equal to the racial Terraforming Rate, modified by the Terraforming bonuses of the planetary and sector governors.
 +
* '''Research Labs. The total number of Research Points (RP) produced by a colony is equal to the number of Research Labs multiplied by the racial Research Rate, modified by the Research bonuses provided by the planetary and sector governors. Each Research Lab require one million supporting population. See the Research tab for details on Research Projects
 +
* '''Ground Force Training Facilities (GFTF). Each GFTF can train one [[Ground Units|ground unit]]. Every GFTF produces 100 training points per year
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-->
  
{| class="wikitable collapsible collapsed" width="100%"
 
! Facilities, Factories and Resource Information
 
 
|-
 
|-
|'''Planet Facilities'''
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|
This section (not labeled in the game as of 5.60) is at the top of the right column of information and lists the planetary facilities contained on a planet such as a [[Military Academy]] or [[Deep Space Tracking Station]].
 
For a full description of the types of facilities which may be built see the full page at [[Planet Facilities]]
 
 
|-
 
|-
|'''Shipyard/Factory Info'''
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|'''Supplies''' Available [[Fuel]] and [[Maintenance Supplies]] are listed here.
Lists the number of completed facilities of each type on the selected planet. (Additional parts of each type of facility may be on the planet but unlisted if, for example, one is in construction or has been partially shipped off-planet)
+
 
The types of facilities listed here are [[Shipyards]]/Slipways, [[Maintenance Facilities]], [[Construction Factories]], [[Ordnance Factories]], [[Fighter Factories]], [[Fuel Refineries]], [[Mines]], [[Automated Mines]], [[Research Labs]], and [[Ground Force Training Facilities]]
+
* '''Fuel Available:''' The total amount of fuel available at the colony. This stockpile is used to [[Refueling|refuel]] orbiting spacecraft.
|-
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* '''Maintenance Supplies Available:''' The total amount of maintenance supplies at the colony. This stockpile is used to resupply ships running low on maintenance supplies
|'''Supplies'''
+
 
Available [[Fuel]] and [[Maintenance Supplies]] are listed here.
 
 
|-
 
|-
 
|'''Signatures'''
 
|'''Signatures'''
 
The [[Thermal Signature]] and [[EM Signature]] of the body are listed here.
 
The [[Thermal Signature]] and [[EM Signature]] of the body are listed here.
 +
 +
* '''Thermal Signature of Colony:''' This has the same function as the thermal signature of a spacecraft and determines the range at which the colony can be detected by thermal sensors. Industry such as shipyards, factories and mines has far more of an impact on the colony thermal signature than the size of the population
 +
* '''EM Signature of Colony:''' This has the same function as the EM signature of a spacecraft and determines the range at which the colony can be detected by EM sensors. The population size has a major impact on the colony EM signature.
 +
 
|-
 
|-
 
|'''Modifiers'''
 
|'''Modifiers'''
(Not yet written)
+
 
 +
* '''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.
 +
 
 
|}
 
|}
 
</blockquote>
 
</blockquote>

Revision as of 07:34, 1 January 2016

Population and Production window

The Population and Production screen is also known as the Economics screen. This is by far the most complex and detailed screen in Aurora and is key to the strategic portion of the game.

Overview

An Empire is a collection of colonies, all of which have resources and population, which fuel your economy. So maintaining the Empire is accomplished through managing your colonies.

The Empire dropdown shows the currently selected Empire for which information is shown, and allows you to select other empires to view, although you will need to be in SM mode if you wish to view multiple empires. The Populated Systems list discovered and populated systems, the races that inhabit those planets, and their populations. The current capital planet is designated by (Capital). The checkboxes bellow, allows you to switch between two views of your colony list. The default view has more detail while the basic view requires less space.

The Time Control buttons, can be used to advance game time by the specified amount. There is a more detailed Time Control section on the System Map.

Tabs

Summary

Displays an array of information about the currently selected colony, broken into several categories.

Left column: Colony Status, Population Information, Manufacturing Sector Breakdown and other
Colony Status
  • Political Status: The status of the colony in relation to the Empire as a whole. An Imperial Population is a fully fledged member of the Empire and follows all normal rules. A status such as Client State or Occupied will have different effects. These will be covered in the section on Politics
  • Species: The species of which the population is composed. Each empire may have populations from several different species, each with their own environmental tolerances and racial characteristics. Each population can only consist of one species so if there are two species from the same empire on the same planet, there will be two populations.
  • Planetary Suitability: The Colony cost of the planet. If a planet has zero colony cost, the population is not restricted in any way other than the maximum growth rate. Otherwise, the maximum population is equal to (Infrastructure * 10,000)/Colony Cost. For more details on colony cost, see the System View window (F9)
  • Administration Level Required: The minimum Administration Rating of the planetary governor. In other words, no Administrator can be assigned to the role of planetary governor unless he has the specified rating or higher. If an Administrator is already assigned when the required rating changes he may remain within the role but any newly appointed governor must be at the new required rating level. Larger populations will require higher ratings.
  • Annual Wealth Creation: The total amount of wealth that this population will generate in one year. This is gradually added to the Empire’s current wealth every few days.
Population Information
  • Population: Total population of the colony. This is separated into Agriculture and Environmental, Service Industries, and Manufacturing sectors and is denoted in millions.
  • Agriculture and Environmental (A&E): The percentage and actual amount of population working to feed the rest of the population and maintain any environmental infrastructure. The required percentage is based on the colony cost and is assigned automatically by Aurora. A colony cost zero world will only have 5% assigned to this sector.
  • Service Industries (SI): 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.
  • Annual Growth Rate: The rate at which populations increase in size. The rate of increase is based on the size of the population and small populations have a higher rate of increase than large ones (what else is there to do on a new colony?). Population growth is fairly realistic and will be around 2% or less per year for a large population. The rate is also modified by any Population Growth bonus provided by the planetary and sector governors.
  • Current Infrastructure: The amount of infrastructure on this colony. If the colony cost is zero, infrastructure is not required. Otherwise, the maximum population is equal to (Infrastructure * 10,000)/Colony Cost. For more details on colony cost, see the System View window
  • Supported Population: The maximum population allowed by the current level of infrastructure. For colony cost zero, there is no maximum population.
Manufacturing Sector Breakdown

This section lists all manufacturing workers that are available and assigned to each type of manufacturing installation, and is denoted in millions.

Other
  • Requested Protection Level: This value shows how much protection this population demands from the Empire’s military forces. This is based on several factors including population size, political status and species militancy.
  • Actual Protection Level: This value shows how much protection this population is receiving from the Empire’s military forces and is based on the total PPV value of Empire forces within the same star system. If insufficient protection is being provided, it will cause unrest within the colony population
  • Radiation Level: The amount of background radiation present on the planet’s surface. If this is zero, there will be no radiation line on the summary. Each point of radiation decreases industrial production by 0.01%. The most likely cause of radiation is recent bombardment of the planet.
  • Atmospheric Dust Level: The amount of dust in the planetary atmosphere. The normal surface temperature of a planet is decreased by the Dust Level / 100
Right column: Installations, Factories and Resource Information
Planetary Facilities

This section (at the top of the right column of information) lists the planetary installations and the number and type of all manufacturing facilities contained on a planet. (Additional parts of each type of facility may be on the planet but unlisted if, for example, one is in construction or has been partially shipped off-planet)

The types of facilities listed here are Military Academy, Deep Space Tracking Station, Shipyards/Slipways, Maintenance Facilities, Construction Factories, Ordnance Factories, Fighter Factories, Fuel Refineries, Mines, Automated Mines, Research Labs, and Ground Force Training Facilities


Supplies Available Fuel and Maintenance Supplies are listed here.
  • Fuel Available: The total amount of fuel available at the colony. This stockpile is used to refuel orbiting spacecraft.
  • Maintenance Supplies Available: The total amount of maintenance supplies at the colony. This stockpile is used to resupply ships running low on maintenance supplies
Signatures

The Thermal Signature and EM Signature of the body are listed here.

  • Thermal Signature of Colony: This has the same function as the thermal signature of a spacecraft and determines the range at which the colony can be detected by thermal sensors. Industry such as shipyards, factories and mines has far more of an impact on the colony thermal signature than the size of the population
  • EM Signature of Colony: This has the same function as the EM signature of a spacecraft and determines the range at which the colony can be detected by EM sensors. The population size has a major impact on the colony EM signature.
Modifiers
  • 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.

Industry

Displays current Industrial Allocation and allows the creation/queuing of new Industrial Projects. Also shows current stockpiles.

Mining/Maintenance

Displays basic mineral/mining information for selected body.

Manage Shipyards

For more detailed information, and information about the Shipyard Complexes area, see Shipyards.

Shipyard Tasks

Displays and allows management of shipyard Tasks.

Research

(General Description, not yet written)

Environment/GMC

(General Description, not yet written)

Teams/Academy

(General Description, not yet written)

Civilians/Ind Status

(General Description, not yet written)

Ground Units

(General Description, not yet written)

GU Training

(General Description, not yet written)

Wealth/Trade

(General Description, not yet written)

Additional Buttons