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Difference between revisions of "Ruins"

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(Corrected bug notice.)
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Ruins will still generate trade products for the civilian economy after discovery and extraction however.
 
Ruins will still generate trade products for the civilian economy after discovery and extraction however.
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===Ruin Recovery===
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When you have at least one engineer on a planet where you have deciphered the ruins, you will eventually start to recover the ruins. 
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There are three outcomes:
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{|
 +
|-
 +
|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)
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|-
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|Vault||(Engineer Brigade Name) has disturbed an underground vault on (body) that contains hostile robotic soldiers
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|}
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Success is determined by a formula that has not yet been released or determined. (This is not helpful, I know. Experience tells me that you can average 29% non-success, 1% Vault, 70% success--[[User:Sloshmonger|Sloshmonger]] 17:14, 10 September 2012 (PDT))
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Once the success is determined, 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.
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===Ruin Recovery Table===
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Once an Engineer Brigade successfully recovers an installation, a roll from 1-200 takes place to determine which installation is recovered.
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{|
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!Number
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!Installation Recovered
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!Note
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|-
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|1-11||[[Minerals]]||Random quantities of one random mineral
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|-
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|12-15||[[Missiles]]
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|-
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|16-17||[[Mass Driver]]
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|-
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|18-22||[[Maintenance Facility]]||Random between 1-5
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|-
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|23-37||[[Construction Factory]]
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|-
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|38-45||[[Ordnance Factory]]
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|-
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|46-49||[[Fighter Factory]]
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|-
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|50||[[Spaceport]]
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|-
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|51-57||[[Fuel Refinery]]
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|-
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|58-71||[[Infrastructure]]||Random quantity
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|-
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|72-76||[[Tracking Station]]
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|-
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|77-82||[[Research Facility]]
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|-
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|83-87||[[Terraforming Facility]]
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|-
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|88-94||[[Fuel]]||Random quantity
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|-
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|95-96||[[Ground Force Training Facility]]
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|-
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|97||[[Duranium]]||Random quantity
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|-
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|98||[[Neutronium]]||Random quantity
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|-
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|99||[[Sorium]]||Random quantity
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|-
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|100||[[Shipyard]]
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|-
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|101-150||[[Mine]]
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|-
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|151-200||[[Automated Mine]]
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|}
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List is from 3.3, no known changes since then. [http://aurora2.pentarch.org/index.php/topic,1367.msg15615.html#msg15615]
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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.

Revision as of 00:14, 11 September 2012

X marks the spot!
Image by NASA/Uni. of Arizona

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]

  1. Destroyed Outpost
  2. Ruined Outpost
  3. Ruined Settlement
  4. Ruined Colony
  5. Ruined City
  6. Damaged Installation
  7. Abandoned Installation
  8. Partially Intact City
  9. Deserted Intact City
  10. 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

Success is determined by a formula that has not yet been released or determined. (This is not helpful, I know. Experience tells me that you can average 29% non-success, 1% Vault, 70% success--Sloshmonger 17:14, 10 September 2012 (PDT))

Once the success is determined, 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 Spaceport
51-57 Fuel Refinery
58-71 Infrastructure Random quantity
72-76 Tracking Station
77-82 Research Facility
83-87 Terraforming Facility
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]

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.