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Difference between revisions of "User:GreatTuna2/Terraforming"

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A terraforming '''ship''' or '''station''' is easy to design, as it only requires '''Terraforming Modules''' to work. Both spaceborne and ground-based terraforming installations are boosted by the '''Terraforming''' skill of the ship captain and governor, respectively.
 
A terraforming '''ship''' or '''station''' is easy to design, as it only requires '''Terraforming Modules''' to work. Both spaceborne and ground-based terraforming installations are boosted by the '''Terraforming''' skill of the ship captain and governor, respectively.
 +
 +
The base terraforming speed per module is 0.00025 atm/year. This rate can be improved by research and is modified by <code>Earth Surface Area / Planet Surface Area</code>, meaning smaller bodies will be terraformed faster, and larger bodies will take a lot more time.
 +
 +
The system bodies with less than '''0.1G''' of gravity can't retain atmosphere and therefore can't be terraformed.
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 +
{| class="wikitable sortable"
 +
|-
 +
! Terraforming Rate
 +
! RP Cost
 +
|-
 +
| 0.00032
 +
| 3000
 +
|-
 +
| 0.0004
 +
| 5000
 +
|-
 +
| 0.00048
 +
| 10000
 +
|-
 +
| 0.0006
 +
| 20000
 +
|-
 +
| 0.00075
 +
| 40000
 +
|-
 +
| 0.00096
 +
| 80000
 +
|-
 +
| 0.0012
 +
| 150000
 +
|-
 +
| 0.0015
 +
| 300000
 +
|-
 +
| 0.0019
 +
| 600000
 +
|-
 +
| 0.0024
 +
| 1200000
 +
|-
 +
| 0.003
 +
| 2500000
 +
|-
 +
| 0.00375
 +
| 5000000
 +
|}
 +
  
 
=== Colony Cost ===
 
=== Colony Cost ===
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<code>CC * 100 / Population Density Modifier (usually 1)</code>
 
<code>CC * 100 / Population Density Modifier (usually 1)</code>
  
units of infrastructure to support 1 million colonists.
+
units of infrastructure to support 1 million colonists. This number is shown in the '''Summary''' tab of the '''Economy''' window for any given colony, so you the player don't need to manually calculate it.
  
 
There are multiple factors that influence colony cost of a celestial body, with the highest number out of them being the final colony cost:
 
There are multiple factors that influence colony cost of a celestial body, with the highest number out of them being the final colony cost:
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# Any '''dangerous gasses''' in sufficient quantities will impose a flat colony cost or '''2.0''' or '''3.0''' depending on the gas involved.
 
# Any '''dangerous gasses''' in sufficient quantities will impose a flat colony cost or '''2.0''' or '''3.0''' depending on the gas involved.
 
# Excessive '''atmospheric pressure''' will affect colony cost, applying a colony cost of <code> Atmospheric Pressure / Species Maximum Pressure</code> with minimum of '''2.0'''.
 
# Excessive '''atmospheric pressure''' will affect colony cost, applying a colony cost of <code> Atmospheric Pressure / Species Maximum Pressure</code> with minimum of '''2.0'''.
 +
# '''Hydrosphere extent''' below '''20%''' will impact the colony cost, directly proportional to the amount of hydrosphere missing with the formula being <code>(20 - Hydro Extent) / 10</code>. Hydro extent above '''75%''' will negatively impact the population capacity.
 
# '''Gravity''' below species' tolerances will impart a colony cost of '''1.0''', as well as require '''Low-Gravity Infrastructure''' instead of regular one. Gravity above species' tolerances renders the world uninhabitable.
 
# '''Gravity''' below species' tolerances will impart a colony cost of '''1.0''', as well as require '''Low-Gravity Infrastructure''' instead of regular one. Gravity above species' tolerances renders the world uninhabitable.
  

Revision as of 10:44, 16 March 2024

The principle of Terraforming in Aurora is based on changing the atmosphere in order to alter the environment of the planet so it is suitable for your species.

The actual mechanics of using terraforming in the game interface are relatively straightforward. If you have any terraforming installations on a planet or any ships with terraforming modules in orbit, go to the Environment tab, select the gas you want and check the Add Gas checkbox if you want to add the gas rather than remove it. Terraforming installations can be built by industrial capacity and transported to a different planet with freighters.

A terraforming ship or station is easy to design, as it only requires Terraforming Modules to work. Both spaceborne and ground-based terraforming installations are boosted by the Terraforming skill of the ship captain and governor, respectively.

The base terraforming speed per module is 0.00025 atm/year. This rate can be improved by research and is modified by Earth Surface Area / Planet Surface Area, meaning smaller bodies will be terraformed faster, and larger bodies will take a lot more time.

The system bodies with less than 0.1G of gravity can't retain atmosphere and therefore can't be terraformed.

Terraforming Rate RP Cost
0.00032 3000
0.0004 5000
0.00048 10000
0.0006 20000
0.00075 40000
0.00096 80000
0.0012 150000
0.0015 300000
0.0019 600000
0.0024 1200000
0.003 2500000
0.00375 5000000


Colony Cost

Colony Cost (CC) is a measure of the amount of infrastructure needed to support the population on a given celestial body. CC 0 means the body is perfectly habitable and needs no infrastructure whatsoever. Otherwise, the colony will need

CC * 100 / Population Density Modifier (usually 1)

units of infrastructure to support 1 million colonists. This number is shown in the Summary tab of the Economy window for any given colony, so you the player don't need to manually calculate it.

There are multiple factors that influence colony cost of a celestial body, with the highest number out of them being the final colony cost:

  1. Temperature will affect colony cost if it's outside of the species' tolerances, applying a colony cost of Temperature Difference / Temperature Deviation. If the body is tidally locked against the star, this penalty is reduced by 80% while also reducing population capacity by the same amount.
  2. Lack of oxygen will impose a flat colony cost of 2.0. Same cost will apply for having too much of it (more than 30% of the total atmosphere).
  3. Any dangerous gasses in sufficient quantities will impose a flat colony cost or 2.0 or 3.0 depending on the gas involved.
  4. Excessive atmospheric pressure will affect colony cost, applying a colony cost of Atmospheric Pressure / Species Maximum Pressure with minimum of 2.0.
  5. Hydrosphere extent below 20% will impact the colony cost, directly proportional to the amount of hydrosphere missing with the formula being (20 - Hydro Extent) / 10. Hydro extent above 75% will negatively impact the population capacity.
  6. Gravity below species' tolerances will impart a colony cost of 1.0, as well as require Low-Gravity Infrastructure instead of regular one. Gravity above species' tolerances renders the world uninhabitable.

List of gasses

Gas Toxicity (for oxygen-breathing races) Boiling Point Greenhouse Effect
Hydrogen Colony cost 2 (safe level 500 ppm = 0.05%) 20K = -253C None
Helium None 4K = -269C None
Methane Colony cost 2 (safe level 500 ppm = 0.05%) 109K = -164C Warming
Ammonia Colony cost 2 (safe level 50 ppm = 0.005%) 240K = -23C None
Water None 245K = -18C None
Neon None 27K = -246C None
Nitrogen None 77K = -196C None
Carbon Monoxide Colony cost 2 (safe level 50 ppm = 0.005%) 82K = -191C None
Nitrogen Oxide Colony cost 2 (safe level 5 ppm = 0.0005%) 121K = -152C None
Oxygen Colony cost 2 (safe level 30,000 ppm = 30%) 90K = -183C None
Hydrogen Sulphide Colony cost 2 (safe level 20 ppm = 0.002%) 212K = -61C None
Argon None 87K = -186C None
Carbon Dioxide Colony cost 2 (safe level 5,000 ppm = 0.5%) 195K = -78C Warming
Nitrogen Dioxide Colony cost 2 (safe level 5 ppm = 0.0005%) 262K = -11C Warming
Sulphur Dioxide Colony cost 2 (safe level 5 ppm = 0.0005%) 263K = -10C Warming
Chlorine Colony cost 3 (safe level 1 ppm = 0.0001%) 239K = -34C None
Fluorine Colony cost 3 (safe level 1 ppm = 0.0001%) 85K = -188C None
Bromine Colony cost 3 (safe level 1 ppm = 0.0001%) 332K = 59C None
Iodine Colony cost 2 (safe level 1 ppm = 0.0001%) 457K = 184C None
Aestusium None 1K = -272C Warming
Frigusium None 1K = -272C Cooling