Aurora is on version 2.5.0 C#, available at the Aurora Forums.
Contact Erik on the forum for a wiki account.
Difference between revisions of "Ruins"
Sloshmonger (talk | contribs) |
Sloshmonger (talk | contribs) (Updated success rate formula for engineers (which I had totally missed) from link 2 below) |
||
Line 49: | Line 49: | ||
|} | |} | ||
− | + | Each production cycle, an engineering brigade has a chance to make a recovery roll on an installation. If this roll is unsuccessful, nothing happens. If it is successful, then there is a chance that the facility they recover is unable to be repaired. The chance of this happening determined by taking a random roll from 1-200 and comparing it to 200 - (Engineer Brigade [[Morale]] + Xenology Bonus of the Brigade commander). | |
− | Once | + | For example, a new engineer brigade with morale of 100 and a Xenology bonus of 5% should have a success rate of (200 - (100 + 5))=95 versus a 1-200 roll, or about 52%. Since engineer brigades can gain morale and bonus increase with each successful recovery, a seasoned engineer brigade with morale of 118 and bonus of 22% might have a success rate of (200 - (118 + 22))=60 versus a 1-200 roll, or about 70%. |
+ | |||
+ | Once a successful roll takes place, whether an installation is recovered or not, the number of available installations to recover is reduced by one. If that leaves the available installations at zero, a message is generated stating that the ruins are fully exploited. | ||
===Ruin Recovery Table=== | ===Ruin Recovery Table=== | ||
Line 104: | Line 106: | ||
|} | |} | ||
− | List is from 3.3, no known changes since then. [http://aurora2.pentarch.org/index.php/topic,1367.msg15615.html#msg15615] | + | List is from 3.3, no known changes since then. [http://aurora2.pentarch.org/index.php/topic,1367.msg15615.html#msg15615] S |
In addition, each time you recover a facility you have a chance to gain an un-researched tech in a related field. The chance is low for normal facilities and higher for Research Facilities. | In addition, each time you recover a facility you have a chance to gain an un-researched tech in a related field. The chance is low for normal facilities and higher for Research Facilities. |
Revision as of 14:41, 11 September 2012
Ruins are the remains of ancient civilizations on your worlds.
Ruins can contain resources such as fuel, minerals, facilities, ship components, technology one level higher than your current level in that area or even advanced technology not research-able at all normally. Note that technology can only be found after recovering buildings, and the type of building determines what type of technology you will find when you find it.
There is a down side to digging up ruins however; you may activate hostile robotic guardians which will attack your engineers.
Important (v5.60): If you get attacked by robotic defenders, just defend and let them kill themselves attacking you. Otherwise your colony might surrender, causing loss of troops, ships and facilities. The bug only happens if you attack them. It's fixed in the next version.
Ruin Categories
Ruins appear to be classified according to two values, Condition and Size.
Possible Ruins categories [1]
- Destroyed Outpost
- Ruined Outpost
- Ruined Settlement
- Ruined Colony
- Ruined City
- Damaged Installation
- Abandoned Installation
- Partially Intact City
- Deserted Intact City
- Deserted Intact Cities
Both Size and Condition appear to modify how many installations are able to be recovered, with larger and more intact ruins having more potential installations.
How to Exploit Ruins
Planets with Ruins require a Xenology team to be transported to them, then have them take the long process (up to years) to discover all there is to know about the Ruins and the empire they belonged to. The higher the tech level (Tx[where x is the level of their tech]) the more advanced ship components you may find. However, the level of the ruins does not affect the level of technology you may find.
After your Xenology team is done deciphering the ruins, bring in Engineer brigades to dig up and find the useable materials, facilities, technologies, etc.
Ruins will still generate trade products for the civilian economy after discovery and extraction however.
Ruin Recovery
When you have at least one engineer on a planet where you have deciphered the ruins, you will eventually start to recover the ruins.
There are three outcomes:
Not Successful | (Engineer Brigade Name) has attempted to recover an alien installation on (body) but the installation was beyond repair. |
Successful | (Engineer Brigade Name) has recovered an abandoned (installation type) on (body) |
Vault | (Engineer Brigade Name) has disturbed an underground vault on (body) that contains hostile robotic soldiers |
Each production cycle, an engineering brigade has a chance to make a recovery roll on an installation. If this roll is unsuccessful, nothing happens. If it is successful, then there is a chance that the facility they recover is unable to be repaired. The chance of this happening determined by taking a random roll from 1-200 and comparing it to 200 - (Engineer Brigade Morale + Xenology Bonus of the Brigade commander).
For example, a new engineer brigade with morale of 100 and a Xenology bonus of 5% should have a success rate of (200 - (100 + 5))=95 versus a 1-200 roll, or about 52%. Since engineer brigades can gain morale and bonus increase with each successful recovery, a seasoned engineer brigade with morale of 118 and bonus of 22% might have a success rate of (200 - (118 + 22))=60 versus a 1-200 roll, or about 70%.
Once a successful roll takes place, whether an installation is recovered or not, the number of available installations to recover is reduced by one. If that leaves the available installations at zero, a message is generated stating that the ruins are fully exploited.
Ruin Recovery Table
Once an Engineer Brigade successfully recovers an installation, a roll from 1-200 takes place to determine which installation is recovered.
Number | Installation Recovered | Note |
---|---|---|
1-11 | Minerals | Random quantities of one random mineral |
12-15 | Missiles | |
16-17 | Mass Driver | |
18-22 | Maintenance Facility | Random between 1-5 |
23-37 | Construction Factory | |
38-45 | Ordnance Factory | |
46-49 | Fighter Factory | |
50 | Commercial Spaceport | |
51-57 | Fuel Refinery | |
58-71 | Infrastructure | Random quantity |
72-76 | Deep Space Tracking Station | |
77-82 | Research Lab | |
83-87 | Terraforming Installation | |
88-94 | Fuel | Random quantity |
95-96 | Ground Force Training Facility | |
97 | Duranium | Random quantity |
98 | Neutronium | Random quantity |
99 | Sorium | Random quantity |
100 | Shipyard | |
101-150 | Mine | |
151-200 | Automated Mine |
List is from 3.3, no known changes since then. [2] S
In addition, each time you recover a facility you have a chance to gain an un-researched tech in a related field. The chance is low for normal facilities and higher for Research Facilities.
For example, recovering a Mine could give you "Mining Production ## Tons", with the tech level being the next level that has not been fully researched.
Recovering a Research Facility may grant technology that cannot be otherwise researched, and is the only way of finding some technology.