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HI, I am Mor.
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HI, I am Mor. I am not a native English speaker, I know my edits will be mercilessly edited by <strike>highly respectable and valued members of the community</strike> grammar Nazis ;)  Also feel free to [[{{TALKPAGENAME}}|drop me a message]] if you think that I can help in anyway.  
  
 +
When making many maintenance edits, I try to mark them minor edits so you can hide them in recent changes by clicking "hide minor"
  
 +
==top==
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==Sandbox==
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5.50:Release Notes 6.00:Release Notes 6.0:Release Notes 6.40:Release Notes 6.4:Release Notes 6.4X:Release Notes Active Sensor Design Active Sensors/Fire Control Add-on Software Advanced Warship Tutorial Armor Armour and Shields Asteroid mining Asteroid mining module Aurora Download Aurora Player Designed Systems Aurora Screens Aurora Tutorial Aurora Wiki:Current Basic Beam Warship Tutorial Basic Sequence of Play Basic Ship Creation Beam Fire Control Beam Overview Beam Ships Beam Weapon Range Black Holes Boat bay Box Launchers Bridge CIWS Cargo Handling System Cargo Hold Carrier Civilian contracts Civilian mining complex Cloaking Cloaking Device Colonization for Beginners Colony cost Combat Drop Module Combat Overview Comet Commercial Shipping Commercial Shipyard Complex Commercial Spaceport Conditional Orders Construction Factory Construction module Conventional Industry Core components Create a custom race Crew Quarters Cryogenic Transport Damage Control Deep Space Tracking Station Diplomacy Diplomacy Rules Disassemble EM Detection Sensors EM Sensor Economics Engine Engineering Sections Engines Escorts Espionage Example Fleets - Solar League (Shadow) Example Fleets - Terran Confederation (Erik) Example PDC - Majestic Example PDC - Nautilus Example PDC - Solgae Example PDC - Sonora Example Ships - Assault Ships (Shadow) Example Ships - Balor Example Ships - Civilian Ships (TCErik) Example Ships - Colliers Example Ships - Colony Ships Example Ships - Colony Ships (Shadow) Example Ships - Corvettes (Shadow) Example Ships - Cruisers (Shadow) Example Ships - Cruisers (TCErik) Example Ships - Current Battlecruisers (TCErik) Example Ships - Current Battleships (TCErik) Example Ships - Current Civilian Ships (TCErik) Example Ships - Current Cruisers (TCErik) Example Ships - Current Ground Bases (TCErik) Example Ships - Current Scouts (TCErik) Example Ships - Current Strike Cruisers (TCErik) Example Ships - Current Support Ships (TCErik) Example Ships - Current Survey Vessels (TCErik) Example Ships - Freighters Example Ships - Freighters (Shadow) Example Ships - Frigates (Shadow) Example Ships - Gate Builders Example Ships - Gate Builders (Shadow) Example Ships - Geo Survey Example Ships - Geological Survey Example Ships - Geosurvey Ships (Shadow) Example Ships - Grav Survey Example Ships - Gravsurvey Ships (Shadow) Example Ships - Ground Bases (TCErik) Example Ships - Jump Tenders (Shadow) Example Ships - Luxury Liners (Shadow) Example Ships - North Carolina Example Ships - Planetary Defence Centres (Shadow) Example Ships - SWACS Vessels (Shadow) Example Ships - Salvagers (Shadow) Example Ships - Scouts Example Ships - Scouts (Shadow) Example Ships - Scouts (TCErik) Example Ships - Small Craft (Shadow) Example Ships - Strike Cruisers (TCErik) Example Ships - Support Ships (TCErik) Example Ships - Survey Vessels (TCErik) Example Ships - Tankers (Shadow) Example Ships - Terraformers (Shadow) Example Ships - Troop Transports (Shadow) Example Ships - Tugs (Shadow) Example ships - Missile Ships FAQ Fast Attack Craft Fast OOB Fighter Factory Fighters Financial Centre Fire Controls Flag bridge Fleet Operations for Beginners Fleet Training Fuel Refinery Fuel Storage Game Slowdown Garbage Dump2 (was Aurora Systems) Garbage Dump (Destroyers (Shadow)) Garbage Dump (PDC-fighter) Garbage Dump (Parasites) Garbage Dump (Prototypes (Shadow)) Garbage Dump (Special orders / Organization) Garbage Dump (was Assault Transports) Garbage Dump (was Fighters TFN) Garbage Dump (was Link) Garbage Dump (was Newpage/de) Garbage Dump (was Parasite Tenders) Garbage Dump (was Tankers) Garbage Dump 1 (was Aurora Rules) Garbage Dump 3 (was Journier) Garbage Dump 4 (was Non Player Races) Garbage Dump 5 (was Troop Transports) Garbage Dump 6 (was Asteroid Miners (Shadow)) Garbage Dump 7 (was Carriers) Garbage Dump 8 (was Fuel Harvesters) Gauss Cannons Genetic Modification Genetic Modification Centre Geological Survey Sensors Glossary Government Types Gravitational Survey Gravitational Survey Sensors Ground Force Training Facility Ground Units Hangar deck High-Powered Microwave Hotkeys Infrastructure Installation Installations Interstellar travel Jump Gate Jump drive Jump points Lagrange Point Lasers Leaders List of Research Costs List of software categories Luxury Passenger Accommodation Magazine Mailing lists/GmaneRow Mailing lists/ListRow Main Empire Theme Main Page Maintenance Facility Maintenance Storage Bay Mass Driver MediaWiki Mediawiki.common.css Mesons Military Academy Mine Mineral Accessibility Mineral Generation Mineral Shortages Mining Missile-armed Escorts Missile Launcher Missile Launchers Missile series Missiles Modding Modding/themes Monobook.css Mw:Manual:$wgServer Nebulae New Earth Campaign Non Player Race Operating system Orbital Habitat Module Ordnance Factory Other components PDC Barracks Particle Beams Planetary Defence Centre Plasma Carronade Point Defense Political Status Population Population and Production Power Plants Quickstart for Beginners Railguns Ramming Refueling Requirements Research Research Lab Research Project Ruins Salvage Salvage Module Sector Command Sensors Shields Ship Combat Ship Maintenance Ship Maintenance Details Ship repair Ship to Ship Tractor Ships Shipyards Shock Damage Software design Software developer Software release life cycle Sorium Harvester SpaceMaster Mode Supply Survey System Map System Map - Complete Reference Task Group Initiative Teams Tectonics Tempate:Ship Examples Template repository Terraforming Terraforming Installation Terraforming module Terran Commonwealth Terran Federation (Erik) Thermal Sensors Time, Turns and Interrupts Tips for beginners Trade System Trade System (v4.x) Trans Newtonian Elements Transclusion Transponders Troop Transport Bay Turrets Unrest Version 5.50 Version 6.0 Version 6.4 Version 6.42 Version History Video Tutorials Website
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 +
 
 +
==Stuff==
 +
My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.
 +
 
 +
* 403 Shenanigans are fixed. Reverted most obvious issues. Find rest.
 +
* go over the changelogs, for each change add link to main article and make sure that all the details are covered there.  
 +
* Update links to [[Fast_OB]] and delete [[Fast_OOB]].
 +
 
 +
----
 +
 
 +
* [[Colony]] need info on economy/production.
 +
* [[Galaxy]] need more technical info and links to related topics.
 +
* [[Ground_combat]] planetary assault\defense need to be reworked.
 +
* [[Trade System]] hard to follow, rework to cover all economical aspects?
 +
** [http://aurora2.pentarch.org/index.php?topic=1342.msg11146#msg11146 wealth formula]
 +
 
 +
* Fucking [[Terraforming]] and [[Basic Ship Creation]]
 +
 
 +
* [[armor]] double check.
 +
 
 +
----
 +
 
 +
* [[jump point]], [[interstellar travel]] some overlap.
 +
** Refs [https://www.reddit.com/r/aurora/comments/43btf6/how_does_system_generation_work/czh4tvb], [http://aurora2.pentarch.org/index.php?topic=7255.msg80028#msg80028]
 +
 
 +
* [[Stealth]] <-- cloaking and Thermal reduction tech + ship speed.
 +
 
 +
* [[NPR]] more mechanics; [[Ancient races]] add 'non-NPR computer opponents' per steve.
 +
* [[Species]] ??? [[Genetic Modification]]
 +
 
 +
* [[technology]] [[List of Research Costs]]  - no idea how to proceed.
 +
* [[Diplomacy Rules]] delete ?
 +
* [[Trans Newtonian Elements]] - gathering info for the list to make it more useful\palatable, maybe short strategy guide: [http://aurora2.pentarch.org/index.php?topic=8229.msg85007#msg85007] [http://aurora2.pentarch.org/index.php?topic=4940.msg50571#msg50571]
 +
 
 +
----
 +
 
 +
* [[Components]], [[Core components]], [[Other Components]], [[Aurora_Player_Designed_Systems]], [[:Category:Designed_Systems]]
 +
** According to Erik [[Aurora_Player_Designed_Systems]] is a relic, and there is no reason why [[Components]], [[Core components]], [[Other Components]] shoudn't be merged.
 +
** To big of undertaking atm.
 +
 
 +
 
 +
;Designed Systems
 +
The systems listed here are player designed.
 +
 
 +
* '''Engines''' - There are two different types of propulsion system. [[Jump drive]]s are used for instantaneous [[interstellar travel]] between systems; Sub-light [[engine]]s are used to travel interplanetary distances, these can be used on ships and missiles.
 +
 
 +
* [[Sensors|Sensor]] arrays offer data on the environment surrounding a ship or a missile. [[Active Sensors]] can scan for targets, and are needed for target acquisition. Passive [[EM Detection Sensors|EM]] and [[Thermal Sensors|Thermal sensors]] observe surrounding space.
 +
 
 +
* [[Power Plants]]
 +
 
 +
* [[Missiles]] - [[Missile Fire Control]], [[[Missile Launchers]], [[[Magazine]]
 +
 
 +
* [[Beam Overview|Beam weapons]] -
 +
 
 +
*Beam Fire Control
 +
*Lasers
 +
*Gauss Cannon
 +
*High Power Microwave
 +
*Meson Cannon
 +
*Particle Beam
 +
*Plasma Carronade
 +
 
 +
*CIWS
 +
 
 +
*[[Shields]]  Shields - Absorption Shields - Standard
 +
*Cloaking Device
 +
*Jump Engines
 +
 
 +
 
 +
* [[installations]] could use some polish and standardization.
 +
 
 +
* [[Commercial_Shipyard_Complex]], [[Shipyards]] and [[Shipyards_and_Shipbuilding]] - one must go. Wait after 403, can't edit the last.
 +
** [[Shipyards_and_Shipbuilding]] is a tutorial, [[Commercial_Shipyard_Complex]] is a component, so  [[Shipyards]] should be reworked into ??
 +
 
 +
----
 +
All advanced topics on naval combat.
 +
* [[ship]]s and [[fleet]]s add overview.
 +
 
 +
* [[Fire Controls]], [[ECM]], [[ECCM]] ?
 +
 
 +
* [[Armour and Shields]]  (linked [[Armor]],[[Shields]])
 +
*Weapons
 +
** [[Beam Overview]] - Beam Weapons and CIWS
 +
** [[Beam Weapon Range]]
 +
** [[Missiles]] - Missiles, Drones and Buoys
 +
** [[Point Defense]]
 +
 
 +
* [[Combat Overview]] - an overview, [[Ship Combat]] - the UI - flip/rename?
 +
 
 +
* [[Ship Maintenance]] - will change in 7.2
 +
** [[Ship Maintenance Details]]
 +
 
 +
* [[Refueling]]
 +
* [[Task Group Initiative]]
 +
* [[Ramming]]
 +
 
 +
 
 +
Naval organization. [http://aurora2.pentarch.org/index.php?topic=7826.0].
 +
* [[:File:Task force.png]], [[:File:Taskgroups-naval.png]]
 +
 
 +
==Organization==
 +
 
 +
;[[:Category:AuroraWiki]]
 +
* [[AuroraWiki:Templates]] - update documentation.
 +
 
 +
;[[:Category:Content]]
 +
* [[:Category:Interface]] - reference articles, that covers the game screens and user interface elements, at least in brief.
 +
* [[:Category:Tutorial]] - tutorials...- add description linked from main. Adapt steves tutorials that were copy&pasted from the forum.
 +
* [[:Category:Development]] -changelogs
 +
 
 +
* [[:Category:Components]] \ [[:Category:Designed Systems]] - List of components
 +
* [[:Category:Installations]] - List of installations.
 +
 
 +
 
 +
* [[:Category:Core_Concepts]]
 +
* [[:Category:Ship_Examples]]
 +
* ???
 +
 
 +
==Sorting\Checking==
 +
 
 +
* [[EM Detection Sensors]]
 +
* [[Missile series]]
 +
* [[Shock Damage]]
 +
* [[Sector]]s
 +
 
 +
; TBA ?
 +
* [[Transponders]]
 +
* [[Tectonics]]
 +
* [[Conditional Orders]]
 +
 
 +
;Misc
 +
* [[Modding]]
 +
* [[Modding/themes]]
 +
* [[Supply]]
 +
* [[Research Project]]
 +
 
 +
* [[Tempate:Ship Examples]]
 +
* Long list of examples.
 +
* Garbage stuff.
 +
 
 +
; player content space or delete 
 +
* [[New Earth Campaign]]
 +
* [[Terran Commonwealth]]
 +
* [[Terran Federation (Erik)]]
 +
 
 +
==Installation backup==
 +
 
 +
moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.
 +
 
 +
* '''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
 +
-->
 +
* '''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

Latest revision as of 19:37, 17 February 2016

HI, I am Mor. I am not a native English speaker, I know my edits will be mercilessly edited by highly respectable and valued members of the community grammar Nazis ;) Also feel free to drop me a message if you think that I can help in anyway.

When making many maintenance edits, I try to mark them minor edits so you can hide them in recent changes by clicking "hide minor"

top

xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx


xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx xxxxxxxxxxx


Stuff

My sandbox, projects, quick notes and general mess. Please ignore for the sake of your sanity.

  • 403 Shenanigans are fixed. Reverted most obvious issues. Find rest.
  • go over the changelogs, for each change add link to main article and make sure that all the details are covered there.
  • Update links to Fast_OB and delete Fast_OOB.


  • Stealth <-- cloaking and Thermal reduction tech + ship speed.


Designed Systems

The systems listed here are player designed.

  • Engines - There are two different types of propulsion system. Jump drives are used for instantaneous interstellar travel between systems; Sub-light engines are used to travel interplanetary distances, these can be used on ships and missiles.
  • Sensor arrays offer data on the environment surrounding a ship or a missile. Active Sensors can scan for targets, and are needed for target acquisition. Passive EM and Thermal sensors observe surrounding space.
  • Beam Fire Control
  • Lasers
  • Gauss Cannon
  • High Power Microwave
  • Meson Cannon
  • Particle Beam
  • Plasma Carronade
  • CIWS
  • Shields Shields - Absorption Shields - Standard
  • Cloaking Device
  • Jump Engines



All advanced topics on naval combat.


Naval organization. [5].

Organization

Category:AuroraWiki
Category:Content
  • Category:Interface - reference articles, that covers the game screens and user interface elements, at least in brief.
  • Category:Tutorial - tutorials...- add description linked from main. Adapt steves tutorials that were copy&pasted from the forum.
  • Category:Development -changelogs


Sorting\Checking

TBA ?
Misc
player content space or delete

Installation backup

moved from Population_and_Production, leftover from from 'Chapter 3: Population' Tutorial. Backup until I can check its deciminated in the individual pages.

  • Sector Command HQ: Construction of a 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 unit. Every GFTF produces 100 training points per year

-->

  • Sector Command HQ: Construction of a 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