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  • * '''[[Bridge]]''': Provides command and control functionality to larger ships that are classed over 1000 tons. * '''[[Asteroid mining module|Asteroid Mining Module]]''': These modules perform exactly the same function as a mine, but ONLY o
    3 KB (496 words) - 19:55, 22 February 2016
  • The removal of officers after six years with no command will no longer happen. Instead, C# should have a more realistic progression ...now has a specific '''rank requirement''' for its commander, based on its command and control modules. The rank requirement for the XO, CAG and Science Offic
    11 KB (1,726 words) - 12:05, 6 March 2019
  • ...e constructed by ships equipped with an appropriate Jump Gate construction module. In order to build a jump gate, a ship with a [[Jump Gate Construction Module]] in its design should first be built. Then, the "Build Jump Gate" order ma
    3 KB (516 words) - 09:53, 19 February 2016
  • ...ven a relatively high score for promotional purposes so officers with high command ratings will tend to progress though the ranks. ...command rating, the effectiveness of his other bonuses will be reduced by (command rating / formation size).
    16 KB (2,563 words) - 12:18, 16 August 2022
  • ===Asteroid Mining Module=== |Asteroid Mining Module||5,000
    18 KB (1,865 words) - 14:50, 19 October 2017
  • ...aining rating. This training will only happen if the ship has at least one command & control system undamaged. The maximum number of points is 1000. * 3. A '''recreational location''' is any ship with a recreational module or any population of at least 50,000 people.
    10 KB (1,560 words) - 10:00, 14 January 2019
  • The Battalion is the "basic" ground forces unit represented in the command hierarchy. Up to four battalions can be organized in a brigade, and up to f ...mall Troop Transport Bay, a Combat Drop Module - Company, or a Combat Drop Module (Cryo) - Company can hold a ground unit no larger than size 1, which is to
    17 KB (2,579 words) - 03:15, 8 April 2016
  • Ships with [[Asteroid Mining Module]]s, which are ship-mounted automines that work only on asteroids and comets To begin asteroid mining, simply create a ship with at least one mining module, create a mining colony on a suitable asteroid (via the System View, F9, or
    6 KB (1,010 words) - 03:47, 11 April 2016
  • ...ilar strength progression to EM Sensors. One of the prerequisites for each module is the corresponding EM Sensor strength technology. ...se the intelligence gathered from a single source, although a single ELINT module can gather intelligence from multiple sources.
    8 KB (1,203 words) - 14:49, 15 January 2019
  • ...five Transport modules in the same ship). A ship needs one Troop Transport module to transport each GCU. GCU may only be moved from a ship to a planet, or vi ...n as the transfer to drop modules begins. Note that a battalion-sized drop module fits nicely in a FAC.
    16 KB (2,711 words) - 00:04, 15 May 2020
  • ...ground force formations, based on their 'role' and officer priority (admin command staff and colony governors are automated through their respective windows!) ...em that improve the capabilities of the ship, formation or the colony they command. These boni can increase over time as the officer gains experience, though
    16 KB (2,340 words) - 15:54, 7 April 2024
  • ...s within that formation requires a headquarters component. More details on command hierarchies will be provided in a future rules post. ...Logistics Module, which is Size 50 and provides 500 GSP, and the Logistics Module - Small, which is Size 10 and provides 100 GSP.
    11 KB (1,768 words) - 10:01, 28 January 2019
  • |name = [[Terraforming module|Terraforming Module]] ...roduced in one year by one [[Terraforming Installation]] or [[terraforming module]].
    33 KB (3,959 words) - 15:45, 15 December 2019
  • ...s within that formation requires a headquarters component. More details on command hierarchies will be provided in a future rules post. Ground units with either logistics module can be added to any level of the ground force hierarchy, either embedded wi
    31 KB (4,963 words) - 09:57, 18 January 2019
  • ==Command & Controle Modules== ...been doubled and the role of the '''flag bridge''' has been changed. Each module adds one to the Control Rating of the ship.
    42 KB (6,662 words) - 12:34, 15 April 2019
  • see [[Fleet Organization#Training Admin Command|here]] for further details Maintenance Modules: 80 module(s) capable of supporting ships of 128,000 tons
    9 KB (1,400 words) - 09:59, 14 January 2019
  • *1) Each maintenance facility or maintenance module has a basic capacity of 1000 tons. A new tech line exists that can raise th While in [[C-Fleet Organization#Training Admin Command|training]], a ship is under the following restrictions:
    13 KB (2,076 words) - 10:59, 17 February 2024
  • ...nt of Jump Points needed to reach a system from the colony where the Admin Command is based, thus a Naval Headquarters with a range of 1 will provide bonuses ...rvey types of Admin Command have double the effective range of other Admin Command types.
    38 KB (5,656 words) - 03:00, 14 March 2024
  • * LG Improved Command and Control ...them assignments that would keep them safe from the first great cull. The command of Missile Installations worked great for that.
    22 KB (3,468 words) - 16:32, 16 February 2016